https://wiki.mechlivinglegends.net/api.php?action=feedcontributions&user=Sabrist&feedformat=atomMechWarrior: Living Legends Wiki - User contributions [en]2024-03-28T10:15:55ZUser contributionsMediaWiki 1.29.0https://wiki.mechlivinglegends.net/index.php?title=Template:Starter&diff=14478Template:Starter2023-09-12T10:29:50Z<p>Sabrist: linked to starter guide page</p>
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<div>{| style="font-size:10px; font-family:BattleTech; background-color:#3c3c3c; border-radius:3px; margin-top:5px; color:#e69710"<br />
| [[Starter Asset Guide| Starter Asset]]<br />
|}</div>Sabristhttps://wiki.mechlivinglegends.net/index.php?title=Template:Commentbox&diff=14034Template:Commentbox2022-11-16T11:40:09Z<p>Sabrist: </p>
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<div><div style="Display:grid; Background-color:#2f2f2f; border-radius:3px; padding:5px; font-size:13px; margin-top:10px"><br />
<div style="font-size:11px;color:#e69710;">[[Player_comment_policy|Player Comments:]]</div><br />
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-->{{#if: {{{Comment8|}}} | <div style="font-size:13px; margin-top:10px">{{{Comment8}}}</div> | }}<!--<br />
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-->{{#if: {{{Comment9|}}} | <div style="font-size:13px; margin-top:10px">{{{Comment9}}}</div> | }}<!--<br />
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-->{{#if: {{{Writer10|}}} | <div style="font-size:11px;font-style: italic">{{{Writer10}}}</div> | }}</div></div><br />
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<noinclude>===Usage===<br />
<pre><br />
{{Commentbox <br />
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</noinclude></div>Sabristhttps://wiki.mechlivinglegends.net/index.php?title=Template:Commentbox&diff=14033Template:Commentbox2022-11-16T11:36:48Z<p>Sabrist: </p>
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<div><div style="Display:grid; Background-color:#2f2f2f; border-radius:3px; padding:5px; font-size:13px; margin-top:10px"><br />
<div style="font-size:11px;color:#e69710;">[[Player_comment_policy|Player Comments:]]</div><br />
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{{#if: {{{Comment1|}}} | <div style="font-size:13px;margin-top:15px">{{{Comment1}}}</div> |}}<!--<br />
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-->{{#if: {{{Comment2|}}} | <div style="font-size:13px; margin-top:15px">{{{Comment2}}}</div> | }}<!--<br />
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-->{{#if: {{{Comment6|}}} | <div style="font-size:13px; margin-top:15px">{{{Comment6}}}</div> | }}<!--<br />
-->{{#if: {{{Writer6|}}} | <div style="font-size:11px;font-style: italic">{{{Writer6}}}</div> | }}<!--<br />
-->{{#if: {{{Comment7|}}} | <div style="font-size:13px; margin-top:15px">{{{Comment7}}}</div> | }}<!--<br />
-->{{#if: {{{Writer7|}}} | <div style="font-size:11px;font-style: italic">{{{Writer7}}}</div> | }}<!--<br />
-->{{#if: {{{Comment8|}}} | <div style="font-size:13px; margin-top:15px">{{{Comment8}}}</div> | }}<!--<br />
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-->{{#if: {{{Comment9|}}} | <div style="font-size:13px; margin-top:15px">{{{Comment9}}}</div> | }}<!--<br />
-->{{#if: {{{Writer9|}}} | <div style="font-size:11px;font-style: italic">{{{Writer9}}}</div> | }}<!--<br />
-->{{#if: {{{Comment10|}}} | <div style="font-size:13px; margin-top:15px">{{{Comment10}}}</div> | }}<!--<br />
-->{{#if: {{{Writer10|}}} | <div style="font-size:11px;font-style: italic">{{{Writer10}}}</div> | }}</div></div><br />
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<noinclude>===Usage===<br />
<pre><br />
{{Commentbox <br />
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</noinclude></div>Sabristhttps://wiki.mechlivinglegends.net/index.php?title=Template:Commentbox&diff=14032Template:Commentbox2022-11-16T11:34:22Z<p>Sabrist: changed box padding</p>
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<div><div style="Display:grid; Background-color:#2f2f2f; border-radius:3px; padding:5px; font-size:13px; margin-top:10px"><br />
<div style="font-size:11px;color:#e69710;">[[Player_comment_policy|Player Comments:]]</div><br />
<div class="mw-collapsible mw-collapsed" style="padding-bottom:5px; padding-top:5px"><br />
{{#if: {{{Comment1|}}} | <div style="font-size:13px;margin-top:15px">{{{Comment1}}}</div> |}}<!--<br />
-->{{#if: {{{Writer1|}}} | <div style="font-size:11px;font-style: italic">{{{Writer1}}}</div> | }}<!--<br />
-->{{#if: {{{Comment2|}}} | <div style="font-size:13px; margin-top:15px">{{{Comment2}}}</div> | }}<!--<br />
-->{{#if: {{{Writer2|}}} | <div style="font-size:11px;font-style: italic">{{{Writer2}}}</div> | }}<!--<br />
-->{{#if: {{{Comment3|}}} | <div style="font-size:13px; margin-top:15px">{{{Comment3}}}</div> | }}<!--<br />
-->{{#if: {{{Writer3|}}} | <div style="font-size:11px;font-style: italic">{{{Writer3}}}</div> | }}<!--<br />
-->{{#if: {{{Comment4|}}} | <div style="font-size:13px; margin-top:15px">{{{Comment4}}}</div> | }}<!--<br />
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-->{{#if: {{{Comment5|}}} | <div style="font-size:13px; margin-top:15px">{{{Comment5}}}</div> | }}<!--<br />
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-->{{#if: {{{Comment6|}}} | <div style="font-size:13px; margin-top:15px">{{{Comment6}}}</div> | }}<!--<br />
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-->{{#if: {{{Comment9|}}} | <div style="font-size:13px; margin-top:15px">{{{Comment9}}}</div> | }}<!--<br />
-->{{#if: {{{Writer9|}}} | <div style="font-size:11px;font-style: italic">{{{Writer9}}}</div> | }}<!--<br />
-->{{#if: {{{Comment10|}}} | <div style="font-size:13px; margin-top:15px">{{{Comment10}}}</div> | }}<!--<br />
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<noinclude>===Usage===<br />
<pre><br />
{{Commentbox <br />
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</noinclude></div>Sabristhttps://wiki.mechlivinglegends.net/index.php?title=Damage_Types&diff=13664Damage Types2022-08-14T22:46:19Z<p>Sabrist: /* Table */ added blazer damage type</p>
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<div><br />
<p>Different damage types are used to indicate if the damage is caused by missile explosion, collision, laser beam, projectile hit, etc. More importantly, some damage types are more effective than others against different assets (or even different parts of assets), such as [[Mechs]], [[Vehicles#Tracked|Tanks]], [[Vehicles#Hovercraft| Hovercrafts]], [[ASF | Aerospace fighters]] and [[VTOL]]s. To find out what type of damage different weapons deal, visit [[Weapons | weapon]] pages.</p><br />
<br />
==Table==<br />
<br />
<p>The following table lists the damage multipliers for a given damage type against different armor types. The first number is used for primary damage (direct contact and/or splash), and the second value (in brackets) for secondary damage (splash).</p><br />
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<div style=" overflow-x: auto; margin-right:auto; margin-left:auto; margin-top: 20px; margin-bottom: 0px;"><br />
{| class= "sortable hoverTable statTable stickyCol"<br />
|-<br />
! style="vertical-align:top; width: 100px; position: sticky; position: -webkit-sticky; left:0; z-index: 999;" class="unsortable" rowspan ="2" | <div class="mw-collapsible-toggle" style="color:hotpink; font-size:12px; font-weight:bold; cursor:pointer; float: left; margin-bottom: 1.5em;">[Show/Hide]</div><br>'''Damage&nbsp;Type'''<br />
! colspan="10" | '''Armor&nbsp;Type'''<br />
|- style="height:50px; font-size:14px"<br />
! data-sort-type="number" style="width: 100px; min-width:80px" | [[ Mechs | '''Mech''']]<br />
! data-sort-type="number" style="width: 100px; min-width:80px" | [[ Mechs | '''Mech&nbsp;Head''']]<br />
! data-sort-type="number" style="width: 100px; min-width:80px" | [[ Vehicles#Tanks | '''Tank''']]<sup>[[ #note1 |[1]]]</sup><br />
! data-sort-type="number" style="width: 100px; min-width:80px" | [[ Vehicles#Hovercraft | '''Hovercraft''']]<br />
! data-sort-type="number" style="width: 100px; min-width:80px" | [[ APC | '''APC''']]<br />
! data-sort-type="number" style="width: 100px; min-width:80px" | [[ Mobile_Long_Tom | '''Long&nbsp;Tom''']]<br />
! data-sort-type="number" style="width: 100px; min-width:80px" | [[ ASF | '''ASF''']]<br />
! data-sort-type="number" style="width: 100px; min-width:80px" | [[ VTOL | '''VTOL''']]<br />
! data-sort-type="number" style="width: 100px; min-width:80px" | [[ Battle_Armor | '''BA''']]<br />
|-<br />
<br />
! style="font-size:14px" | '''Mgun'''<br />
| 0.7 (0.1)<br />
| 0.7 (0.1)<br />
| 0.7 (0.1)<br />
| 0.7 (0.1)<br />
| 0.7 (0.1)<br />
| 0.7 (0.1)<br />
| 3.0 (1.0)<br />
| 3.15 (1.0)<br />
| 5.0<br />
|-<br />
<br />
! style="font-size:14px" | '''Light&nbsp;Kinetic'''<br />
| 1.0 (1.0) <br />
| 1.0 (0.1)<br />
| 1.15<sup>[[ #note2 |[2]]]</sup> (1.0) <!-- 1.3 hull, except Rommel and Huit--><br />
| 1.2 (0.1)<br />
| 1.5 (0.3)<br />
| 1.0 (1.0)<br />
| 1.95<sup>[[ #note3 |[3]]]</sup> (1.0) <!-- average value ; 1.85(Xerx,Shiva)-1.95(Rusalka,Visi)-2.05(Rest) --><br />
| 1.6 (1.0)<br />
| 1.6<br />
|-<br />
<br />
! style="font-size:14px" | '''Kinetic'''<br />
| 1.0 (1.0)<br />
| 0.7 (0.4)<br />
| 1.0 (1.0)<br />
| 1.0 (1.0)<br />
| 0.8 (0.8)<br />
| 1.0 (1.0)<br />
| 1.8<sup>[[ #note5 |[5]]]</sup> (1.0) <!-- average value ; 1.75(Xerx,Shiva)-1.8(Rusalka,Visi)-1.85(Rest) --><br />
| 1.2 (1.0)<br />
| 1.8<br />
|-<br />
<br />
! style="font-size:14px" | '''Heavy&nbsp;Kinetic'''<br />
| 1.0 (1.0)<br />
| 1.0 (1.0)<br />
| 1.0 (1.0)<br />
| 1.0 (1.0)<br />
| 1.0 (1.0)<br />
| 1.0 (1.0)<br />
| 1.6 (1.0)<br />
| 1.2 (1.0)<br />
| 0.8<br />
|-<br />
<br />
! style="font-size:14px" | '''Kinetic&#8209;air'''<br />
| 1.0 (1.0)<br />
| 0.7 (0.4)<br />
| 1.2 (1.0)<br />
| 1.2 (1.0)<br />
| 1.0 (1.0)<br />
| 1.0 (1.0)<br />
| 1.4<sup>[[ #note6 |[6]]]</sup> (1.0) <!-- average value ; 1.3(Xerx,Shiva)-1.4(Avar,SparrowH)-1.5(Rest) --><br />
| 1.2 (1.0)<br />
| 1.5<br />
|-<br />
<br />
! style="font-size:14px" | '''Flak'''<br />
| 1.0 (1.0)<br />
| 1.0 (1.0)<sup>[[ #note7 |[7]]]</sup> <!-- 0.03 (0.03) for some mechs (C-B,Cougar,Buma,Awesome,Bushy,Cata,Chimmy,Raven,Whammer)--><br />
| 1.75<sup>[[ #note8 |[8]]]</sup> (1.0) <!-- average value; 2.25 Sides, 3.0 Back, 1.5 Turret, 1.0 Front and Hull (Huit,Mithras,Chevy use hovercraft values)--><br />
| 1.2<sup>[[ #note9 |[9]]]</sup> (1.0) <!-- average value; 1.3 Sides, 1.6 Back, 1.15 Turret, 1.0 Front and Hull (0.1 Heph, 0.2 Chevy Front, Regulator all values 0.1 --><br />
| 0.1 (0.1)<br />
| 1.2<sup>[[ #note10 |[10]]]</sup> (1.0) <!-- average value; 1.3 Sides, 1.6 Back, 1.15 Turret, 1.0 Front and Hull --><br />
| 2.12<sup>[[ #note11 |[11]]]</sup> (1.0) <!-- average value ; SparrowH: 1.75 (1.0), Avar: 1.75 (0), Corsair 2.0 (0.5), Sulla 2.0 (1.0), Rusalka 2.25 (0), Visgoth 2.25 (1.0), Xerx & Shiva 2.5 (1.0) --><br />
| 1.6 (0.5) <!-- Bonar 1.0 splash, HMoth 0.0 --><br />
| 1.0<br />
|-<br />
<br />
! style="font-size:14px" | '''Missile'''<br />
| 1.0 (1.0)<br />
| 0.5 (0.6)<sup>[[ #note12 |[12]]]</sup> <!-- 0.4 (0.4) Masakari, 0.8 (0.6) HollanderII --><br />
| 1.0 (1.0)<br />
| 1.0 (1.0)<br />
| 0.8 (0.8)<br />
| 0.6 (0.6)<br />
| 1.0 (1.0)<br />
| 0.8 (0.8)<br />
| 1.0<br />
|-<br />
<br />
! style="font-size:14px" | '''Frag'''<br />
| 0.05 (0.05)<br />
| 0.05 (0.05)<br />
| 0.05 (0.05)<br />
| 0.05 (0.05)<br />
| 0.05 (0.05)<sup>[[ #note13 |[13]]]</sup> <!-- 0.025 (0.015) Hull --><br />
| 0.05 (0.05)<br />
| 0.1 (0.1) <br />
| 0.05 (0.05)<br />
| 0.7<br />
|-<br />
<br />
! style="font-size:14px" | '''Energy'''<br />
| 1.0 (1.0)<br />
| 0.5 (0.4)<br />
| 1.0 (1.0)<br />
| 1.0 (1.0)<br />
| 0.8 (0.8)<br />
| 1.0 (1.0)<br />
| 1.26<sup>[[ #note14 |[14]]]</sup> (1.0) <!-- average value ; 1.1(Xerx,Shiva)-1.2(Visi,Rusalka,SparrowH)-1.3(Avar)-1.5(Corsair,Sulla) --><br />
| 1.0 (1.0)<br />
| 0.8<br />
|-<br />
<br />
! style="font-size:14px" | '''Energy&#8209;air'''<br />
| 1.0 (1.0)<br />
| 0.5 (0.4)<br />
| 1.0 (1.0)<br />
| 1.0 (1.0)<br />
| 1.0 (1.0)<br />
| 1.0 (1.0)<br />
| 1.71<sup>[[ #note17 |[17]]]</sup> (1.0) <!-- average value ; 1.75(Assault asf)-1.8(Heavy)-1.7(Medium)-1.6(Light) --><br />
| 1.4 (1.0)<br />
| 1.0<br />
|-<br />
<br />
! style="font-size:14px" | '''Energy&#8209;BLaz'''<br />
| 1.0 (0.4)<br />
| 0.65 (1.0)<br />
| 1.2 (1.0)<br />
| 1.2 (1.0)<br />
| 1.1 (1.0)<br />
| 1.4 (1.0)<br />
| 1.43 <!-- average value ; 1.3(Assault asf)-1.4(Heavy)-1.6(Medium)-1.4(Light) --><br />
| 1.2 (1.0)<br />
| 1.0<br />
|-<br />
<br />
! style="font-size:14px" | '''EMP'''<br />
| 1.0 (1.0)<br />
| 0.5 (0.4)<sup>[[ #note15 |[15]]]</sup> <!-- 1.0 (1.0) Solitaire and Anubis --><br />
| 1.0 (1.0)<br />
| 1.0 (1.0)<br />
| 1.0 (1.0)<br />
| 1.0 (1.0)<br />
| 1.4 (1.4)<br />
| 1.0 (1.0)<br />
| 1.0<br />
|-<br />
<br />
! style="font-size:14px" | '''Flame'''<br />
| 0.025 (0.025)<br />
| 0.025 (0.025)<br />
| 0.025 (0.025)<br />
| 0.025 (0.025)<br />
| 0.025 (0.025)<br />
| 0.025 (0.025)<br />
| 1.0 (1.0)<br />
| 1.0 (1.0)<br />
| 1.0<br />
|-<br />
<br />
! style="font-size:14px" | '''Collision'''<br />
| 0.05 (0.05)<br />
| 1.0 (1.0)<br />
| 0.05 (0.05)<br />
| 0.05 (0.05)<br />
| 0.05 (0.05)<br />
| 0.05 (0.05)<br />
| 1.25 (1.0)<sup>[[ #note16 |[16]]]</sup> <!-- average value ;0.75 (0.5) Xerx,Shiva - 1.0 (1.0)[25 wings] Visi,Rusalka - 1.25 (1.0) Corsair,Sulla - 2.0 (1.0) Avar, SparrowH --><br />
| 1.0 (1.5) <!-- average; HawkMoth 1.0, Bonar 2.0 --><br />
| 0.8<br />
|-<br />
|}<br />
</div><br />
{{Version tag | Width = 1260px | What = modifiers |Version1410=0.15.3}}<br />
<br />
==EMP Effect==<br />
<br />
<p>EMP damage causes an EMP "condition" that lasts for about 15 seconds and has at least three associated effects:<br />
*[[Night vision]] will be disabled<br />
*[[Battle Armor]] powered suit "shield" will be reduced to zero for the duration<br />
*A [[NARC]] beacon will deactivate if the unit it is attached to is hit by EMP damage. It doesn't matter if the EMP damage is dealt by teammate or the enemy, so it's possible to disable NARC bacons from friendly units by shooting them (preferably only once) with [[PPC]]. Of course it also means that it's possible to ruin your own team missile barrages by disabling the beacon attached to enemy unit with a careless [[PPC]] shot.</p><br />
<br />
<br />
==Footnotes==<br />
<span id="note1">[[ #Table | '''[1]''']] For [[Chevalier#Damage_Type_Modifiers | Chevalier]] and [[Mithras#Damage_Type_Modifiers | Mithras]] modifers, see their respective pages</span><br><br />
<span id="note2">[[ #Table | '''[2]''']] 1.3 Hull, except [[Rommel]] and [[Huit]] </span><br><br />
<span id="note3">[[ #Table | '''[3]''']] Average modifier ; 1.85 [[Xerxes]], [[Shiva]] - 1.95 [[Rusalka]], [[Visigoth]] - 2.05 [[Avar]], [[Sparrowhawk]], [[Corsair]], [[Sulla]]</span><br><br />
<span id="note4">[[ #Table | '''[4]''']] 0.8 (0.8) [[Hollander_II | Hollander&nbsp;II]]</span><br><br />
<span id="note5">[[ #Table | '''[5]''']] Average modifier ; 1.75 [[Xerxes]], [[Shiva]] - 1.8 [[Rusalka]], [[Visigoth]] - 1.85 [[Avar]], [[Sparrowhawk]], [[Corsair]], [[Sulla]]</span><br><br />
<span id="note6">[[ #Table | '''[6]''']] Average modifier ; 1.3 [[Xerxes]], [[Shiva]] - 1.4 [[Avar]], [[Sparrowhawk]] - 1.5 [[Rusalka]],[[Visigoth]], [[Corsair]], [[Sulla]]</span><br><br />
<span id="note7">[[ #Table | '''[7]''']] 0.03 (0.03) [[Cauldron-Born]], [[Cougar]], [[Puma]], [[Awesome]], [[Bushwacker]], [[Catapult]], [[Chimera]], [[Raven]], [[Warhammer]]</span><br><br />
<span id="note8">[[ #Table | '''[8]''']] Average modifier ; 2.25 Sides - 3.0 Back - 1.5 Turret - 1.0 Front and Hull ; Hovercraft modifiers for [[Huit]]</span><br><br />
<span id="note9">[[ #Table | '''[9]''']] Average modifier ; 1.3 Sides - 1.6 Back - 1.15 Turret - 1.0 Front and Hull ; [[Hephaestus]] Front 0.1 ; [[Regulator]] all modifiers 0.1</span><br><br />
<span id="note10">[[ #Table | '''[10]''']] Average modifier ; 1.3 Sides - 1.6 Back - 1.15 Turret - 1.0 Front and Hull</span><br><br />
<span id="note11">[[ #Table | '''[11]''']] Average modifier ; 1.75 [[Avar]], [[Sparrowhawk]] - 2.0 [[Corsair]], [[Sulla]] - 2.25 [[Rusalka]], [[Visigoth]] - 2.5 [[Xerxes]], [[Shiva]]</span><br><br />
<span id="note12">[[ #Table | '''[12]''']] 0.4 (0.4) [[Masakari]] - 0.8 (0.6) [[Hollander_II | Hollander II]]</span><br><br />
<span id="note13">[[ #Table | '''[13]''']] 0.025 (0.015) Hull</span><br><br />
<span id="note14">[[ #Table | '''[14]''']] Average modifier ; 1.1 [[Xerxes]], [[Shiva]] - 1.2 [[Rusalka]], [[Visigoth]], [[Sparrowhawk]] - 1.3 [[Avar]] - 1.5 [[Corsair]], [[Sulla]]</span><br><br />
<span id="note15">[[ #Table | '''[15]''']] 1.0 (1.0) [[Solitaire]], [[Anubis]]</span><br><br />
<span id="note16">[[ #Table | '''[16]''']] Average modifier ; 0.75 (0.5) [[Xerxes]], [[Shiva]] - 1.0 (1.0) [[Rusalka]], [[Visigoth]] [25 for wings] - 1.25 (1.0) [[Corsair]], [[Sulla]] - 2.0 (1.0) [[Avar]], [[Sparrowhawk]]</span><br><br />
<span id="note17">[[ #Table | '''[17]''']] Average modifier ; 1.75 (Assault ASFs) - 1.8 (Heavy ASFs) - 1.7 (Medium ASFs) - 1.6 (Light ASFs)</span><br><br />
<br />
<br />
<br />
{{Navbox Gameplay Concepts}}<br />
<br />
[[Category:Gameplay Concepts]]</div>Sabristhttps://wiki.mechlivinglegends.net/index.php?title=Binary_Laser_Cannon&diff=13663Binary Laser Cannon2022-08-14T22:43:51Z<p>Sabrist: /* Weapon Stats */</p>
<hr />
<div>{{WIP}}<br />
==Overview==<br />
Binary Laser Cannon, aka BLazer, is [[Inner Sphere|IS]] only laser weapon.<br />
<br />
<br />
{{Clear}}<br />
==Weapon Stats==<br />
<br />
<div style="overflow-x: auto; margin-right:auto; margin-left:auto; margin-top: 20px; margin-bottom: 0px;"><br />
{| class="sortable hoverTable statTable stickyCol"<br />
|- style="height:70px"<br />
! data-sort-type="number" style="width: 100px; position: sticky; position: -webkit-sticky; left:0; z-index: 999;" | '''Weapon'''<br />
! data-sort-type="number" style="width: 80px" | '''Max<br>Range''' <!-- calculated and/or approximated max range to cause damage --><br />
! data-sort-type="number" style="width: 80px" | '''Beam Duration'''<br />
! data-sort-type="number" style="width: 85px" | '''Hit Damage<wbr/>/Shot''' <!-- Shot is the minimum amount of ammo/beams one can shoot--><br />
! class="unsortable" style="width: 110px; padding: 5px;" | '''[[Damage types|Damage<br>Type]]'''<br />
! data-sort-type="number" style="width: 90px" | '''Shots<br>/min''' <!-- Shot cycles per minute more accurately. (Max rpm for rapid fire weapons) --><br />
! data-sort-type="number" style="width: 80px" | '''Sustained<br>[[DPS]]''' <!-- average sustainable max DPS against assets (mechs,tanks,hovers,asf,vtol)--><br />
! data-sort-type="number" style="width: 70px" | '''Speed'''<br />
! data-sort-type="number" style="width: 80px" | '''[[Heat]]<br>/Shot'''<br />
|-<br />
<br />
! data-sort-value="1" | '''[[Binary Laser Cannon|BLazer]]<br />
| 650m<br />
| 0.5s<br />
| Data-sort-value="1160" | 1160<br />
| Energy&#8209;BLaz<br />
| 10<br />
| 233<br />
| Hitscan<br />
| 280<br />
|-<br />
|}<br />
</div><br />
{{Version tag | Width = 1010px | Version1410=0.15.3}}<br />
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<br />
----<br />
<br />
<br />
{{Navbox Weapons}}<br />
<br />
[[Category:Energy weapons]]<br />
[[Category:Lists]]</div>Sabristhttps://wiki.mechlivinglegends.net/index.php?title=Binary_Laser_Cannon&diff=13662Binary Laser Cannon2022-08-14T22:37:49Z<p>Sabrist: /* Weapon Stats */</p>
<hr />
<div>{{WIP}}<br />
==Overview==<br />
Binary Laser Cannon, aka BLazer, is [[Inner Sphere|IS]] only laser weapon.<br />
<br />
<br />
{{Clear}}<br />
==Weapon Stats==<br />
<br />
<div style="overflow-x: auto; margin-right:auto; margin-left:auto; margin-top: 20px; margin-bottom: 0px;"><br />
{| class="sortable hoverTable statTable stickyCol"<br />
|- style="height:70px"<br />
! data-sort-type="number" style="width: 100px; position: sticky; position: -webkit-sticky; left:0; z-index: 999;" | '''Weapon'''<br />
! data-sort-type="number" style="width: 80px" | '''Max<br>Range''' <!-- calculated and/or approximated max range to cause damage --><br />
! data-sort-type="number" style="width: 80px" | '''Beam Duration'''<br />
! data-sort-type="number" style="width: 85px" | '''Hit Damage<wbr/>/Shot''' <!-- Shot is the minimum amount of ammo/beams one can shoot--><br />
! class="unsortable" style="width: 110px; padding: 5px;" | '''[[Damage types|Damage<br>Type]]'''<br />
! data-sort-type="number" style="width: 90px" | '''Shots<br>/min''' <!-- Shot cycles per minute more accurately. (Max rpm for rapid fire weapons) --><br />
! data-sort-type="number" style="width: 80px" | '''Sustained<br>[[DPS]]''' <!-- average sustainable max DPS against assets (mechs,tanks,hovers,asf,vtol)--><br />
! data-sort-type="number" style="width: 70px" | '''Speed'''<br />
! data-sort-type="number" style="width: 80px" | '''[[Heat]]<br>/Shot'''<br />
|-<br />
<br />
! data-sort-value="1" | '''[[Binary Laser Cannon|BLazer]]<br />
| 650m<br />
| 0.5s<br />
| Data-sort-value="1160" | 1160<br />
| Energy&#8209;BLaz<br />
| 10<br />
| 230<br />
| Hitscan<br />
| 280<br />
|-<br />
|}<br />
</div><br />
{{Version tag | Width = 1010px | Version1410=0.15.3}}<br />
<br />
<br />
----<br />
<br />
<br />
{{Navbox Weapons}}<br />
<br />
[[Category:Energy weapons]]<br />
[[Category:Lists]]</div>Sabristhttps://wiki.mechlivinglegends.net/index.php?title=Binary_Laser_Cannon&diff=13661Binary Laser Cannon2022-08-14T22:34:19Z<p>Sabrist: /* Weapon Stats */</p>
<hr />
<div>{{WIP}}<br />
==Overview==<br />
Binary Laser Cannon, aka BLazer, is [[Inner Sphere|IS]] only laser weapon.<br />
<br />
<br />
{{Clear}}<br />
==Weapon Stats==<br />
<br />
<div style="overflow-x: auto; margin-right:auto; margin-left:auto; margin-top: 20px; margin-bottom: 0px;"><br />
{| class="sortable hoverTable statTable stickyCol"<br />
|- style="height:70px"<br />
! data-sort-type="number" style="width: 100px; position: sticky; position: -webkit-sticky; left:0; z-index: 999;" | '''Weapon'''<br />
! data-sort-type="number" style="width: 80px" | '''Max<br>Range''' <!-- calculated and/or approximated max range to cause damage --><br />
! data-sort-type="number" style="width: 80px" | '''Beam Duration'''<br />
! data-sort-type="number" style="width: 85px" | '''Hit Damage<wbr/>/Shot''' <!-- Shot is the minimum amount of ammo/beams one can shoot--><br />
! class="unsortable" style="width: 110px; padding: 5px;" | '''[[Damage types|Damage<br>Type]]'''<br />
! data-sort-type="number" style="width: 90px" | '''Shots<br>/min''' <!-- Shot cycles per minute more accurately. (Max rpm for rapid fire weapons) --><br />
! data-sort-type="number" style="width: 80px" | '''Sustained<br>[[DPS]]''' <!-- average sustainable max DPS against assets (mechs,tanks,hovers,asf,vtol)--><br />
! data-sort-type="number" style="width: 70px" | '''Speed'''<br />
! data-sort-type="number" style="width: 80px" | '''[[Heat]]<br>/Shot'''<br />
|-<br />
<br />
! data-sort-value="1" | '''[[Binary Laser Cannon|BLazer]]<br />
| 650m<br />
| 0.5s<br />
| Data-sort-value="1160" | 1160<br />
| Energy&#8209;BLaz<br />
| 10<br />
| 217<br />
| Hitscan<br />
| 280<br />
|-<br />
|}<br />
</div><br />
{{Version tag | Width = 1010px | Version1410=0.15.3}}<br />
<br />
<br />
----<br />
<br />
<br />
{{Navbox Weapons}}<br />
<br />
[[Category:Energy weapons]]<br />
[[Category:Lists]]</div>Sabristhttps://wiki.mechlivinglegends.net/index.php?title=Template:Navbox_Weapons&diff=13660Template:Navbox Weapons2022-08-14T22:32:44Z<p>Sabrist: added blazer</p>
<hr />
<div><div align="center"> {{Navbox<br />
| name = Navbox Weapons<br />
| bodyclass = hlist<br />
| state = uncollapsed<br />
| title = {{NaviLink|Weapons}}<br />
<br />
| group1 = '''{{NaviLink|Ballistic Weapons}}'''<br />
| list1 = {{NaviLink|Standard AutoCannons|AutoCannons}} • {{NaviLink|Ultra AutoCannons}} • {{NaviLink|Hyper-Velocity AutoCannons}} • {{NaviLink|Rotary AutoCannons}} • {{NaviLink|Lubalin Ballistics-X AutoCannons}} • {{NaviLink|Gauss Rifle|Gauss Rifles}} • {{NaviLink|Hyper-Assault Gauss Rifle|Hyper-Assault Gauss Rifles}} • {{NaviLink|Machine Gun}} • {{NaviLink|Thumper Artillery}} • {{NaviLink|Long Tom Artillery}} • {{NaviLink|Sniper Artillery Cannon|Sniper Artillery}}<br />
<br />
| group2 = '''{{NaviLink|Missile Weapons}}'''<br />
| list2 = {{NaviLink|Short Range Missiles}} • {{NaviLink|Streak Short Range Missiles}} • {{NaviLink|Medium Range Missiles}} • {{NaviLink|Long Range Missiles}} • {{NaviLink|Extended Long Range Missiles}} • {{NaviLink|Advanced Tactical Missiles}} • {{NaviLink|Arrow IV}} • {{NaviLink|Thunderbolt}} • {{NaviLink|NARC}}<br />
<br />
| group3 = '''{{NaviLink|Energy Weapons}}'''<br />
| list3 = {{NaviLink|Standard Lasers}} • {{NaviLink|Extended Range Lasers}} • {{NaviLink|Heavy Lasers}} • {{NaviLink|Pulse Lasers}} • {{NaviLink|X-Pulse Lasers}} • {{NaviLink|Binary Laser Cannon}} • {{NaviLink|Particle Projection Cannons}} • {{NaviLink|Flamer}} • {{NaviLink|TAG}}<br />
<br />
| group4 = '''{{NaviLink|Air Weapons}}'''<br />
| list4 = {{NaviLink|Air Weapons#Ballistic Air Weapons|Ballistic Air Weapons}} • {{NaviLink|Air Weapons#Missile Air Weapons|Missile Air Weapons}} • {{NaviLink|Air Weapons#Laser Air Weapons|Laser Air Weapons}} • {{NaviLink|Bomb|Bombs}}<br />
<br />
| group5 = '''Other Weapons'''<br />
| list5 = {{NaviLink|B-Pod}}<br />
}}</div></div>Sabristhttps://wiki.mechlivinglegends.net/index.php?title=Binary_Laser_Cannon&diff=13659Binary Laser Cannon2022-08-14T22:30:50Z<p>Sabrist: added stats</p>
<hr />
<div>{{WIP}}<br />
==Overview==<br />
Binary Laser Cannon, aka BLazer, is [[Inner Sphere|IS]] only laser weapon.<br />
<br />
<br />
{{Clear}}<br />
==Weapon Stats==<br />
<br />
<div style="overflow-x: auto; margin-right:auto; margin-left:auto; margin-top: 20px; margin-bottom: 0px;"><br />
{| class="sortable hoverTable statTable stickyCol"<br />
|- style="height:70px"<br />
! data-sort-type="number" style="width: 100px; position: sticky; position: -webkit-sticky; left:0; z-index: 999;" | '''Weapon'''<br />
! data-sort-type="number" style="width: 80px" | '''Max<br>Range''' <!-- calculated and/or approximated max range to cause damage --><br />
! data-sort-type="number" style="width: 80px" | '''Beam Duration'''<br />
! data-sort-type="number" style="width: 85px" | '''Hit Damage<wbr/>/Shot''' <!-- Shot is the minimum amount of ammo/beams one can shoot--><br />
! class="unsortable" style="width: 110px; padding: 5px;" | '''[[Damage types|Damage<br>Type]]'''<br />
! data-sort-type="number" style="width: 90px" | '''Shots<br>/min''' <!-- Shot cycles per minute more accurately. (Max rpm for rapid fire weapons) --><br />
! data-sort-type="number" style="width: 80px" | '''Sustained<br>[[DPS]]''' <!-- average sustainable max DPS against assets (mechs,tanks,hovers,asf,vtol)--><br />
! data-sort-type="number" style="width: 70px" | '''Speed'''<br />
! data-sort-type="number" style="width: 80px" | '''[[Heat]]<br>/Shot'''<br />
|-<br />
<br />
! data-sort-value="1" | '''[[Binary Laser Cannon|BLazer]]<br />
| 650m<br />
| 0.5s<br />
| Data-sort-value="1160" | 1160<br />
| BLaz Energy<br />
| 10<br />
| 217<br />
| Hitscan<br />
| 280<br />
|-<br />
|}<br />
</div><br />
{{Version tag | Width = 1010px | Version1410=0.15.3}}<br />
<br />
<br />
----<br />
<br />
<br />
{{Navbox Weapons}}<br />
<br />
[[Category:Energy weapons]]<br />
[[Category:Lists]]</div>Sabristhttps://wiki.mechlivinglegends.net/index.php?title=Template:Vehicle&diff=13419Template:Vehicle2022-07-18T21:40:29Z<p>Sabrist: </p>
<hr />
<div><includeonly><br />
<div style="width: 350px; float:right; font-size:9pt; margin: 0px 0px 15px 20px; text-align:right"><br />
{| style="border:2px solid #e69710; text-align:left; font-size:9pt; width: 350px; margin: 0px;" cellpadding="4" cellspacing="1" rules="all" align="right"<br />
! colspan="3" style="background:#2a2a2a; text-align:center; width: 350px; font-size:12pt" | {{PAGENAME}}<br />
|-<br />
| colspan="3" style="text-align:center; padding:0" | <div style=" height:300px; width:350px; background: black; position:relative;"><br />
<div style="position:absolute; bottom:0; z-index:auto">{{#if: {{{ImageGif|}}} | [[{{{ImageGif}}} | 350px |link={{{Image}}}]] | [[{{{Image}}} | 350px]]}}<br />
<div style="position:absolute; bottom:0; z-index:2">{{#if: {{{ImageGif|}}} | [[File:360v2.png | 350px |link={{{Image}}}]] |}}<br />
</div><br />
<div class="asset" style="transition:opacity 0.4s; z-index:3">[[{{{Image}}} | 350px]]<br />
<div style="position:absolute; bottom:0; z-index:4">{{#if: {{{ImageGif|}}} | [[File:360v2.png | 350px |link={{{Image}}}]] |}}<br />
</div></div></div></div> <br />
|-<br />
| Class: || colspan="2" style="background:#383838" | [[{{{Class}}}]]<br />
|-<br />
| Faction || colspan="2" style="background:#383838" | {{#if: {{{Faction}}} | [[{{{Faction}}}]] | [[Inner Sphere]] and [[Clan]]}}<br />
|-<br />
| Ticket cost: || colspan="2" style="background:#383838" | [[Tickets|{{{Tickets}}} upon destruction]]<br />
|-<br />
| Tier: || colspan="2" style="background:#383838" | [[Points#Asset_Tiers|{{{Tier}}}]]<br />
|-<br />
{{#if: {{{Tonnage|}}} |<br />
{{!}} Tonnage:<br />
{{!}} colspan="2" style="background:#383838" {{!}} {{{Tonnage}}} tons<br />
|}}<br />
|-<br />
| Speed: || colspan="2" style="background:#383838" |<br />
{{#if:{{{BoostSpeed|}}} | {{{Speed}}} km/h ({{{BoostSpeed}}} km/h with boost) | {{{Speed}}} km/h}}<br />
|-<br />
| Turret rotation: || colspan="2" style="background:#383838" | {{{Rotation}}}°<br />
|- style="vertical-align:top;"<br />
| Turret pitch: || colspan="2" style="background:#383838" | {{{Pitch}}}<br />
|-<br />
| colspan="3" style="background:#2a2a2a;text-align:center;font-size:9pt" | '''Variant Armament'''<br />
|-<br />
| style="background:#33333; min-width:33%" | Variant || style="background:#383838; min-width:100px" | Weapons || style="background:#333333; min-width:100px" | Equipment<br />
|- style="vertical-align:top;"<br />
| style="font-size:8pt" | Prime:<br> Price: {{{Price Prime}}} CBills<br> Total armor: {{{ArmorT Prime}}} {{#if: {{{Engine Prime|}}} | <br> Engine: {{{Engine Prime}}} |}} {{#if: {{{AltSpeed Prime|}}} | <br> Speed: {{{AltSpeed Prime}}} km/h<br> Boost Speed: {{{AltBoost Prime}}} km/h|}}<br />
| style="background:#383838" | {{{Weapons Prime}}}<br />
| {{{Equip Prime}}}<br />
|- style="vertical-align:top;"<br />
{{#if: {{{Weapons A|}}} |<br />
{{!}} style="font-size:8pt" {{!}} A:<br> Price: {{{Price A}}} CBills<br> Total armor: {{{ArmorT A}}} {{#if: {{{Engine A|}}} | <br> Engine: {{{Engine A}}} |}} {{#if: {{{AltSpeed A|}}} | <br> Speed: {{{AltSpeed A}}} km/h<br> Boost Speed: {{{AltBoost A}}} km/h|}}<br />
{{!}} style="background:#383838" {{!}} {{{Weapons A}}}<br />
{{!}} {{{Equip A}}}<br />
|}}<br />
|- style="vertical-align:top;"<br />
{{#if: {{{Weapons B|}}} |<br />
{{!}} style="font-size:8pt" {{!}} B:<br> Price: {{{Price B}}} CBills<br> Total armor: {{{ArmorT B}}} {{#if: {{{Engine B|}}} | <br> Engine: {{{Engine B}}} |}} {{#if: {{{AltSpeed B|}}} | <br> Speed: {{{AltSpeed B}}} km/h<br> Boost Speed: {{{AltBoost B}}} km/h|}}<br />
{{!}} style="background:#383838" {{!}} {{{Weapons B}}}<br />
{{!}} {{{Equip B}}}<br />
|}}<br />
|- style="vertical-align:top;"<br />
{{#if: {{{Weapons C|}}} |<br />
{{!}} style="font-size:8pt" {{!}} C:<br> Price: {{{Price C}}} CBills<br> Total armor: {{{ArmorT C}}} {{#if: {{{Engine C|}}} | <br> Engine: {{{Engine C}}} |}} {{#if: {{{AltSpeed C|}}} | <br> Speed: {{{AltSpeed C}}} km/h<br> Boost Speed: {{{AltBoost C}}} km/h|}}<br />
{{!}} style="background:#383838" {{!}} {{{Weapons C}}}<br />
{{!}} {{{Equip C}}}<br />
|}}<br />
|- style="vertical-align:top;"<br />
{{#if: {{{Weapons D|}}} |<br />
{{!}} style="font-size:8pt" {{!}} D:<br> Price: {{{Price D}}} CBills<br> Total armor: {{{ArmorT D}}} {{#if: {{{Engine D|}}} | <br> Engine: {{{Engine D}}} |}} {{#if: {{{AltSpeed D|}}} | <br> Speed: {{{AltSpeed D}}} km/h<br> Boost Speed: {{{AltBoost D}}} km/h|}}<br />
{{!}} style="background:#383838" {{!}} {{{Weapons D}}}<br />
{{!}} {{{Equip D}}}<br />
|}}<br />
|- style="vertical-align:top;"<br />
{{#if: {{{Weapons E|}}} |<br />
{{!}} style="font-size:8pt" {{!}} E:<br> Price: {{{Price E}}} CBills<br> Total armor: {{{ArmorT E}}} {{#if: {{{Engine E|}}} | <br> Engine: {{{Engine E}}} |}} {{#if: {{{AltSpeed E|}}} | <br> Speed: {{{AltSpeed E}}} km/h<br> Boost Speed: {{{AltBoost E}}} km/h|}}<br />
{{!}} style="background:#383838" {{!}} {{{Weapons E}}}<br />
{{!}} {{{Equip E}}}<br />
|}}<br />
|- style="vertical-align:top;"<br />
{{#if: {{{Weapons F|}}} |<br />
{{!}} style="font-size:8pt" {{!}} F:<br> Price: {{{Price F}}} CBills<br> Total armor: {{{ArmorT F}}} {{#if: {{{Engine F|}}} | <br> Engine: {{{Engine F}}} |}} {{#if: {{{AltSpeed F|}}} | <br> Speed: {{{AltSpeed F}}} km/h<br> Boost Speed: {{{AltBoost F}}} km/h|}}<br />
{{!}} style="background:#383838" {{!}} {{{Weapons F}}}<br />
{{!}} {{{Equip F}}}<br />
|}}<br />
|- style="vertical-align:top;"<br />
{{#if: {{{Weapons G|}}} |<br />
{{!}} style="font-size:8pt" {{!}} G:<br> Price: {{{Price G}}} CBills<br> Total armor: {{{ArmorT G}}} {{#if: {{{Engine G|}}} | <br> Engine: {{{Engine G}}} |}} {{#if: {{{AltSpeed G|}}} | <br> Speed: {{{AltSpeed G}}} km/h<br> Boost Speed: {{{AltBoost G}}} km/h|}}<br />
{{!}} style="background:#383838" {{!}} {{{Weapons G}}}<br />
{{!}} {{{Equip G}}}<br />
|}}<br />
|- style="vertical-align:top;"<br />
{{#if: {{{Weapons H|}}} |<br />
{{!}} style="font-size:8pt" {{!}} H:<br> Price: {{{Price H}}} CBills<br> Total armor: {{{ArmorT H}}} {{#if: {{{Engine H|}}} | <br> Engine: {{{Engine H}}} |}} {{#if: {{{AltSpeed H|}}} | <br> Speed: {{{AltSpeed H}}} km/h<br> Boost Speed: {{{AltBoost H}}} km/h|}}<br />
{{!}} style="background:#383838" {{!}} {{{Weapons H}}}<br />
{{!}} {{{Equip H}}}<br />
|}}<br />
|- style="vertical-align:top;"<br />
{{#if: {{{Weapons I|}}} |<br />
{{!}} style="font-size:8pt" {{!}} I:<br> Price: {{{Price I}}} CBills<br> Total armor: {{{ArmorT I}}} {{#if: {{{Engine I|}}} | <br> Engine: {{{Engine I}}} |}} {{#if: {{{AltSpeed I|}}} | <br> Speed: {{{AltSpeed I}}} km/h<br> Boost Speed: {{{AltBoost I}}} km/h|}}<br />
{{!}} style="background:#383838" {{!}} {{{Weapons I}}}<br />
{{!}} {{{Equip I}}}<br />
|}}<br />
|- style="vertical-align:top;"<br />
{{#if: {{{Weapons J|}}} |<br />
{{!}} style="font-size:8pt" {{!}} J:<br> Price: {{{Price J}}} CBills<br> Total armor: {{{ArmorT J}}} {{#if: {{{Engine J|}}} | <br> Engine: {{{Engine J}}} |}} {{#if: {{{AltSpeed J|}}} | <br> Speed: {{{AltSpeed J}}} km/h<br> Boost Speed: {{{AltBoost J}}} km/h|}}<br />
{{!}} style="background:#383838" {{!}} {{{Weapons J}}}<br />
{{!}} {{{Equip J}}}<br />
|}}<br />
|-<br />
{{#if: {{{Hull|}}} |<br />
! style="background:#2a2a2a;text-align:center;font-size:10pt" colspan="3" {{!}} '''[[Armor]] Points Distribution'''<br />
{{!}}-<br />
{{!}} colspan="3" style="text-align:center; padding:0" {{!}} {{Annotated image infobox<br />
| image = Vehicle_700.png<br />
| image-width = 350<br />
| width = 350<br />
| height = 385<br />
| frameless = true<br />
| nolink = yes<br />
| annot-text-align = left<br />
| annotations =<br />
{{Annotation|245|60|H|font-size=20|color=white}}<br />
{{Annotation|245|105|L|font-size=20|color=white}}<br />
{{Annotation|245|150|R|font-size=20|color=white}}<br />
{{Annotation|245|195|F|font-size=20|color=white}}<br />
{{Annotation|245|240|T|font-size=20|color=white}}<br />
{{Annotation|245|285|B|font-size=20|color=white}}<br />
<br />
{{Annotation|290|60|{{{Hull|}}}|font-size=20|color=white}}<br />
{{#if: {{{Armor LS|}}} | {{Annotation|290|105|{{{Armor LS}}}|font-size=20|color=white}} | {{Annotation|290|105|{{{Armor S|}}}|font-size=20|color=white}} }}<br />
{{#if: {{{Armor RS|}}} | {{Annotation|290|150|{{{Armor RS}}}|font-size=20|color=white}} | {{Annotation|290|150|{{{Armor S|}}}|font-size=20|color=white}} }}<br />
{{Annotation|290|195|{{{Armor F|}}}|font-size=20|color=white}}<br />
{{Annotation|290|240|{{{Armor T|}}}|font-size=20|color=white}}<br />
{{Annotation|290|285|{{{Armor B|}}}|font-size=20|color=white}}<br />
}}<br />
|}}<br />
|}<br />
All stats current as of release {{{Version153|0.15.3}}}<br />
</div><br />
[[Category:{{{Class}}}]]<br />
[[Category:{{#if: {{{Faction}}} |{{{Faction}}}|Inner Sphere}} Vehicles]]</includeonly><noinclude><br />
{{Documentation}} [[Category:Infoboxes]]</noinclude></div>Sabristhttps://wiki.mechlivinglegends.net/index.php?title=Template:ASF&diff=13418Template:ASF2022-07-18T21:40:05Z<p>Sabrist: </p>
<hr />
<div><includeonly><br />
<div style="width: 350px; float:right; font-size:9pt; margin: 0px 0px 15px 20px; text-align:right"><br />
{| style="border:2px solid #e69710; text-align:left; font-size:9pt; width: 350px; margin: 0px" cellpadding="4" cellspacing="1" rules="all" align="right"<br />
! colspan="3" style="background:#2a2a2a; text-align:center; width: 350px; font-size:12pt" | {{PAGENAME}}<br />
|-<br />
| colspan="3" style="text-align:center; padding:0" | <div style=" height:280px; width:350px; background: black; position:relative;"><br />
<div style="position:absolute; bottom:0; z-index:auto">{{#if: {{{ImageGif|}}} | [[{{{ImageGif}}} | 350px |link={{{Image}}}]] | [[{{{Image}}} | 350px]]}}<br />
<div style="position:absolute; bottom:0; z-index:2">{{#if: {{{ImageGif|}}} | [[File:360v4.png | 350px |link={{{Image}}}]] |}}<br />
</div><br />
<div class="asset" style="transition:opacity 0.4s; z-index:3">[[{{{Image}}} | 350px]]<br />
<div style="position:absolute; bottom:0; z-index:4">{{#if: {{{ImageGif|}}} | [[File:360v4.png | 350px |link={{{Image}}}]] |}}<br />
</div></div></div></div> <br />
|-<br />
| Faction || colspan="2" style="background:#383838" | [[{{{Faction}}}]]<br />
|-<br />
| Ticket cost: || colspan="2" style="background:#383838" | [[Tickets|{{{Tickets}}} upon destruction]]<br />
|-<br />
| Tier: || colspan="2" style="background:#383838" | [[Points#Asset_Tiers|{{{Tier}}}]]<br />
|-<br />
{{#if: {{{Tonnage|}}} |<br />
{{!}} Tonnage:<br />
{{!}} colspan="2" style="background:#383838" {{!}} {{{Tonnage}}} tons<br />
|}}<br />
|-<br />
| colspan="3" style="background:#2a2a2a;text-align:center;font-size:9pt" | '''Variant Armament'''<br />
|-<br />
| style="background:#33333; min-width:34%" | Variant || style="background:#383838; min-width:100px" | Weapons || style="background:#333333; min-width:100px" | Equipment<br />
|- style="vertical-align:top;"<br />
| style="font-size:8pt" | Prime:<br> Class: {{{Class Prime}}}<br> Price: {{{Price Prime}}} CBills<br> Total Armor: {{{ArmorT Prime}}}<br> Maneuverability: {{{Maneuver Prime}}}<br> Max Speed: {{#if:{{{MaxSpeed Prime|}}} |<br />
{{{MaxSpeed Prime}}} km/h|}}<br> Opt. Turning: {{#if:{{{TurnSpeed Prime|}}} |<br />
{{{TurnSpeed Prime}}} km/h|}}<br />
| style="background:#383838" | {{{Weapons Prime}}}<br />
| {{{Equip Prime}}}<br />
|- style="vertical-align:top;"<br />
{{#if: {{{Weapons A|}}} |<br />
{{!}} style="font-size:8pt" {{!}} A:<br> Class: {{{Class A}}}<br> Price: {{{Price A}}} CBills<br> Total Armor: {{{ArmorT A}}}<br> Maneuverability: {{{Maneuver A}}}<br> Max Speed: {{#if:{{{MaxSpeed A|}}}|{{{MaxSpeed A}}} km/h|}}<br> Opt. Turning: {{#if:{{{TurnSpeed A|}}} | {{{TurnSpeed A}}} km/h|}}<br />
{{!}} style="background:#383838" {{!}} {{{Weapons A}}}<br />
{{!}} {{{Equip A}}}<br />
|}}<br />
|- style="vertical-align:top;"<br />
{{#if: {{{Weapons B|}}} |<br />
{{!}} style="font-size:8pt" {{!}} B:<br> Class: {{{Class B}}}<br> Price: {{{Price B}}} CBills<br> Total Armor: {{{ArmorT B}}}<br> Maneuverability: {{{Maneuver B}}}<br> Max Speed: {{#if:{{{MaxSpeed B|}}}|{{{MaxSpeed B}}} km/h|}}<br> Opt. Turning: {{#if:{{{TurnSpeed B|}}} | {{{TurnSpeed B}}} km/h|}}<br />
{{!}} style="background:#383838" {{!}} {{{Weapons B}}}<br />
{{!}} {{{Equip B}}}<br />
|}}<br />
|- style="vertical-align:top;"<br />
{{#if: {{{Weapons C|}}} |<br />
{{!}} style="font-size:8pt" {{!}} C:<br> Class: {{{Class C}}}<br> Price: {{{Price C}}} CBills<br> Total Armor: {{{ArmorT C}}}<br> Maneuverability: {{{Maneuver C}}}<br> Max Speed: {{#if:{{{MaxSpeed C|}}}|{{{MaxSpeed C}}} km/h|}}<br> Opt. Turning: {{#if:{{{TurnSpeed C|}}} | {{{TurnSpeed C}}} km/h|}}<br />
{{!}} style="background:#383838" {{!}} {{{Weapons C}}}<br />
{{!}} {{{Equip C}}}<br />
|}}<br />
|- style="vertical-align:top;"<br />
{{#if: {{{Weapons D|}}} |<br />
{{!}} style="font-size:8pt" {{!}} D:<br> Class: {{{Class D}}}<br> Price: {{{Price D}}} CBills<br> Total Armor: {{{ArmorT D}}}<br> Maneuverability: {{{Maneuver D}}}<br> Max Speed: {{#if:{{{MaxSpeed D|}}}|{{{MaxSpeed D}}} km/h|}}<br> Opt. Turning: {{#if:{{{TurnSpeed D|}}} | {{{TurnSpeed D}}} km/h|}}<br />
{{!}} style="background:#383838" {{!}} {{{Weapons D}}}<br />
{{!}} {{{Equip D}}}<br />
|}}<br />
|- style="vertical-align:top;"<br />
{{#if: {{{Weapons E|}}} |<br />
{{!}} style="font-size:8pt" {{!}} E:<br> Class: {{{Class E}}}<br> Price: {{{Price E}}} CBills<br> Total Armor: {{{ArmorT E}}}<br> Maneuverability: {{{Maneuver E}}}<br> Max Speed: {{#if:{{{MaxSpeed E|}}}|{{{MaxSpeed E}}} km/h|}}<br> Opt. Turning: {{#if:{{{TurnSpeed E|}}} | {{{TurnSpeed E}}} km/h|}}<br />
{{!}} style="background:#383838" {{!}} {{{Weapons E}}}<br />
{{!}} {{{Equip E}}}<br />
|}}<br />
|- style="vertical-align:top;"<br />
{{#if: {{{Weapons F|}}} |<br />
{{!}} style="font-size:8pt" {{!}} F:<br> Class: {{{Class F}}}<br> Price: {{{Price F}}} CBills<br> Total Armor: {{{ArmorT F}}}<br> Maneuverability: {{{Maneuver F}}}<br> Max Speed: {{#if:{{{MaxSpeed F|}}}|{{{MaxSpeed F}}} km/h|}}<br> Opt. Turning: {{#if:{{{TurnSpeed F|}}} | {{{TurnSpeed F}}} km/h|}}<br />
{{!}} style="background:#383838" {{!}} {{{Weapons F}}}<br />
{{!}} {{{Equip F}}}<br />
|}}<br />
|- style="vertical-align:top;"<br />
{{#if: {{{Weapons G|}}} |<br />
{{!}} style="font-size:8pt" {{!}} G:<br> Class: {{{Class G}}}<br> Price: {{{Price G}}} CBills<br> Total Armor: {{{ArmorT G}}}<br> Maneuverability: {{{Maneuver G}}}<br> Max Speed: {{#if:{{{MaxSpeed G|}}}|{{{MaxSpeed G}}} km/h|}}<br> Opt. Turning: {{#if:{{{TurnSpeed G|}}} | {{{TurnSpeed G}}} km/h|}}<br />
{{!}} style="background:#383838" {{!}} {{{Weapons G}}}<br />
{{!}} {{{Equip G}}}<br />
|}}<br />
|- style="vertical-align:top;"<br />
{{#if: {{{Weapons H|}}} |<br />
{{!}} style="font-size:8pt" {{!}} H:<br> Class: {{{Class H}}}<br> Price: {{{Price H}}} CBills<br> Total Armor: {{{ArmorT H}}}<br> Maneuverability: {{{Maneuver H}}}<br> Max Speed: {{#if:{{{MaxSpeed H|}}}|{{{MaxSpeed H}}} km/h|}}<br> Opt. Turning: {{#if:{{{TurnSpeed H|}}} | {{{TurnSpeed H}}} km/h|}}<br />
{{!}} style="background:#383838" {{!}} {{{Weapons H}}}<br />
{{!}} {{{Equip H}}}<br />
|}}<br />
|- style="vertical-align:top;"<br />
{{#if: {{{Weapons I|}}} |<br />
{{!}} style="font-size:8pt" {{!}} I:<br> Class: {{{Class I}}}<br> Price: {{{Price I}}} CBills<br> Total Armor: {{{ArmorT I}}}<br> Maneuverability: {{{Maneuver I}}}<br> Max Speed: {{#if:{{{MaxSpeed I|}}}|{{{MaxSpeed I}}} km/h|}}<br> Opt. Turning: {{#if:{{{TurnSpeed I|}}} | {{{TurnSpeed I}}} km/h|}}<br />
{{!}} style="background:#383838" {{!}} {{{Weapons I}}}<br />
{{!}} {{{Equip I}}}<br />
|}}<br />
|- style="vertical-align:top;"<br />
{{#if: {{{Weapons J|}}} |<br />
{{!}} style="font-size:8pt" {{!}} J:<br> Class: {{{Class J}}}<br> Price: {{{Price J}}} CBills<br> Total Armor: {{{ArmorT J}}}<br> Maneuverability: {{{Maneuver J}}}<br> Max Speed: {{#if:{{{MaxSpeed J|}}}|{{{MaxSpeed J}}} km/h|}}<br> Opt. Turning: {{#if:{{{TurnSpeed J|}}} | {{{TurnSpeed J}}} km/h|}}<br />
{{!}} style="background:#383838" {{!}} {{{Weapons J}}}<br />
{{!}} {{{Equip J}}}<br />
|}}<br />
|-<br />
{{#if: {{{Armor B|}}} |<br />
! style="background:#2a2a2a;text-align:center;font-size:10pt" colspan="3" {{!}} '''[[Armor]] Points Distribution'''<br />
{{!}}-<br />
{{!}} colspan="3" style="text-align:center; padding:0" {{!}} {{Annotated image infobox<br />
| image = Aero_700.png<br />
| image-width = 350<br />
| width = 350<br />
| height = 385<br />
| frameless = true<br />
| nolink = yes<br />
| annot-text-align = left<br />
| annotations =<br />
{{Annotation|245|60|B|font-size=20|color=white}}<br />
{{Annotation|245|115|LW|font-size=20|color=white}}<br />
{{Annotation|245|170|RW|font-size=20|color=white}}<br />
{{Annotation|245|225|E|font-size=20|color=white}}<br />
{{Annotation|245|280|T|font-size=20|color=white}}<br />
<br />
{{Annotation|290|60|{{{Armor B|}}}|font-size=20|color=white}}<br />
{{#if: {{{Armor LW|}}} | {{Annotation|290|115|{{{Armor LW}}}|font-size=20|color=white}} | {{Annotation|290|115|{{{Armor LRW|}}}|font-size=20|color=white}} }}<br />
{{#if: {{{Armor RW|}}} | {{Annotation|290|170|{{{Armor RW}}}|font-size=20|color=white}} | {{Annotation|290|170|{{{Armor LRW|}}}|font-size=20|color=white}} }}<br />
{{Annotation|290|225|{{{Armor E|}}}|font-size=20|color=white}}<br />
{{Annotation|290|280|{{{Armor T|}}}|font-size=20|color=white}}<br />
}}<br />
|}}<br />
|}<br />
All stats current as of release {{{Version153|0.15.3}}}<br />
</div><br />
[[Category:Aerospace Fighters]]<br />
[[Category:{{{Faction}}} Aerospace Fighters]]</includeonly><br />
<noinclude>[[Category: Infoboxes]] {{Documentation}}</noinclude></div>Sabristhttps://wiki.mechlivinglegends.net/index.php?title=Template:VTOL&diff=13417Template:VTOL2022-07-18T21:39:22Z<p>Sabrist: </p>
<hr />
<div><includeonly><br />
<div style="width: 350px; float:right; font-size:9pt; margin: 0px 0px 15px 20px; text-align:right"><br />
{| style="border:2px solid #e69710; text-align:left; font-size:9pt; width: 350px; margin: 0px" cellpadding="4" cellspacing="1" rules="all" align="right"<br />
! colspan="3" style="background:#2a2a2a; text-align:center; width: 350px; font-size:12pt" | {{PAGENAME}}<br />
|-<br />
| colspan="3" style="text-align:center; padding:0" | <div style=" height:255px; width:350px; background: black; position:relative;"><br />
<div style="position:absolute; bottom:0; z-index:auto">{{#if: {{{ImageGif|}}} | [[{{{ImageGif}}} | 350px |link={{{Image}}}]] | [[{{{Image}}} | 350px]]}}<br />
<div style="position:absolute; bottom:0; z-index:2">{{#if: {{{ImageGif|}}} | [[File:360v3.png | 350px |link={{{Image}}}]] |}}<br />
</div><br />
<div class="asset" style="transition:opacity 0.4s; z-index:3">[[{{{Image}}} | 350px]]<br />
<div style="position:absolute; bottom:0; z-index:4">{{#if: {{{ImageGif|}}} | [[File:360v3.png | 350px |link={{{Image}}}]] |}}<br />
</div></div></div></div> <br />
|-<br />
| Faction || colspan="2" style="background:#383838" | [[{{{Faction}}}]]<br />
|-<br />
| Ticket cost: || colspan="2" style="background:#383838" | [[Tickets|{{{Tickets}}} upon distruction]]<br />
|-<br />
| Tier: || colspan="2" style="background:#383838" | [[Points#Asset_Tiers|{{{Tier}}}]]<br />
|-<br />
{{#if: {{{Tonnage|}}} |<br />
{{!}} Tonnage:<br />
{{!}} colspan="2" style="background:#383838" {{!}} {{{Tonnage}}} tons<br />
|}}<br />
|-<br />
| Speed: || colspan="2" style="background:#383838" | {{{Speed}}} km/h<br />
|-<br />
| colspan="3" style="background:#2a2a2a;text-align:center;font-size:9pt" | '''Variant Armament'''<br />
|-<br />
| style="background:#33333; min-width:100px" | Variant || style="background:#383838; min-width:100px" | Weapons || style="background:#333333; min-width:100px" | Equipment<br />
|- style="vertical-align:top;"<br />
| style="font-size:8pt" | Prime:<br> Price: {{{Price Prime}}} CBills<br> Total armor: {{{ArmorT Prime}}}<br />
| style="background:#383838" | {{{Weapons Prime}}}<br />
| {{{Equip Prime}}}<br />
|- style="vertical-align:top;"<br />
{{#if: {{{Weapons A|}}} |<br />
{{!}} style="font-size:8pt" {{!}} A:<br> Price: {{{Price A}}} CBills<br> Total armor: {{{ArmorT A}}}<br />
{{!}} style="background:#383838" {{!}} {{{Weapons A}}}<br />
{{!}} {{{Equip A}}}<br />
|}}<br />
|- style="vertical-align:top;"<br />
{{#if: {{{Weapons B|}}} |<br />
{{!}} style="font-size:8pt" {{!}} B:<br> Price: {{{Price B}}} CBills<br> Total armor: {{{ArmorT B}}}<br />
{{!}} style="background:#383838" {{!}} {{{Weapons B}}}<br />
{{!}} {{{Equip B}}}<br />
|}}<br />
|- style="vertical-align:top;"<br />
{{#if: {{{Weapons C|}}} |<br />
{{!}} style="font-size:8pt" {{!}} C:<br> Price: {{{Price C}}} CBills<br> Total armor: {{{ArmorT C}}}<br />
{{!}} style="background:#383838" {{!}} {{{Weapons C}}}<br />
{{!}} {{{Equip C}}}<br />
|}}<br />
|- style="vertical-align:top;"<br />
{{#if: {{{Weapons D|}}} |<br />
{{!}} style="font-size:8pt" {{!}} D:<br> Price: {{{Price D}}} CBills<br> Total armor: {{{ArmorT D}}}<br />
{{!}} style="background:#383838" {{!}} {{{Weapons D}}}<br />
{{!}} {{{Equip D}}}<br />
|}}<br />
|- style="vertical-align:top;"<br />
{{#if: {{{Weapons E|}}} |<br />
{{!}} style="font-size:8pt" {{!}} E:<br> Price: {{{Price E}}} CBills<br> Total armor: {{{ArmorT E}}}<br />
{{!}} style="background:#383838" {{!}} {{{Weapons E}}}<br />
{{!}} {{{Equip E}}}<br />
|}}<br />
|- style="vertical-align:top;"<br />
{{#if: {{{Weapons F|}}} |<br />
{{!}} style="font-size:8pt" {{!}} F:<br> Price: {{{Price F}}} CBills<br> Total armor: {{{ArmorT F}}}<br />
{{!}} style="background:#383838" {{!}} {{{Weapons F}}}<br />
{{!}} {{{Equip F}}}<br />
|}}<br />
|- style="vertical-align:top;"<br />
{{#if: {{{Weapons G|}}} |<br />
{{!}} style="font-size:8pt" {{!}} G:<br> Price: {{{Price G}}} CBills<br> Total armor: {{{ArmorT G}}}<br />
{{!}} style="background:#383838" {{!}} {{{Weapons G}}}<br />
{{!}} {{{Equip G}}}<br />
|}}<br />
|- style="vertical-align:top;"<br />
{{#if: {{{Weapons H|}}} |<br />
{{!}} style="font-size:8pt" {{!}} H:<br> Price: {{{Price H}}} CBills<br> Total armor: {{{ArmorT H}}}<br />
{{!}} style="background:#383838" {{!}} {{{Weapons H}}}<br />
{{!}} {{{Equip H}}}<br />
|}}<br />
|- style="vertical-align:top;"<br />
{{#if: {{{Weapons I|}}} |<br />
{{!}} style="font-size:8pt" {{!}} I:<br> Price: {{{Price I}}} CBills<br> Total armor: {{{ArmorT I}}}<br />
{{!}} style="background:#383838" {{!}} {{{Weapons I}}}<br />
{{!}} {{{Equip I}}}<br />
|}}<br />
|- style="vertical-align:top;"<br />
{{#if: {{{Weapons J|}}} |<br />
{{!}} style="font-size:8pt" {{!}} J:<br> Price: {{{Price J}}} CBills<br> Total armor: {{{ArmorT J}}}<br />
{{!}} style="background:#383838" {{!}} {{{Weapons J}}}<br />
{{!}} {{{Equip J}}}<br />
|}}<br />
|-<br />
{{#if: {{{Armor B|}}} |<br />
! style="background:#2a2a2a;text-align:center;font-size:10pt" colspan="3" {{!}} '''[[Armor]] Points Distribution'''<br />
{{!}}-<br />
{{!}} colspan="3" style="text-align:center; padding:0" {{!}} {{Annotated image infobox<br />
| image = Vtol_700.png<br />
| image-width = 350<br />
| width = 350<br />
| height = 385<br />
| frameless = true<br />
| nolink = yes<br />
| annot-text-align = left<br />
| annotations =<br />
{{Annotation|245|60|B|font-size=20|color=white}}<br />
{{Annotation|245|115|LW|font-size=20|color=white}}<br />
{{Annotation|245|170|RW|font-size=20|color=white}}<br />
{{Annotation|245|225|E|font-size=20|color=white}}<br />
{{Annotation|245|280|T|font-size=20|color=white}}<br />
<br />
{{Annotation|290|60|{{{Armor B|}}}|font-size=20|color=white}}<br />
{{#if: {{{Armor LW|}}} | {{Annotation|290|115|{{{Armor LW}}}|font-size=20|color=white}} | {{Annotation|290|115|{{{Armor LRW|}}}|font-size=20|color=white}} }}<br />
{{#if: {{{Armor RW|}}} | {{Annotation|290|170|{{{Armor RW}}}|font-size=20|color=white}} | {{Annotation|290|170|{{{Armor LRW|}}}|font-size=20|color=white}} }}<br />
{{Annotation|290|225|{{{Armor E|}}}|font-size=20|color=white}}<br />
{{Annotation|290|280|{{{Armor T|}}}|font-size=20|color=white}}<br />
}}<br />
|}}<br />
|}<br />
All stats current as of release {{{Version153|0.15.3}}}<br />
</div><br />
[[Category:VTOLs]]<br />
[[Category:{{{Faction}}} VTOLs]]</includeonly><noinclude><br />
[[Category: Infoboxes]] {{Documentation}}</noinclude></div>Sabristhttps://wiki.mechlivinglegends.net/index.php?title=Template:Mech&diff=13416Template:Mech2022-07-18T21:38:51Z<p>Sabrist: </p>
<hr />
<div><includeonly><br />
<div style="width: 350px; float:right; font-size:9pt; margin: 0px 0px 15px 20px; text-align:right"><br />
{| style="border:2px solid #e69710; text-align:left; font-size:9pt; width: 350px; margin: 0px 0px 0px 0px;" cellpadding="4" cellspacing="1" rules="all" align="right"<br />
! colspan="3" style="background:#2a2a2a; text-align:center; width: 350px; font-size:12pt" | {{PAGENAME}}<br />
|-<br />
| colspan="3" style="text-align:center; padding:0" | <div style="height:350px; width:350px; background: black; position:relative;"><br />
<div style="position:absolute; bottom:0; z-index:auto">{{#if: {{{ImageGif|}}} | [[{{{ImageGif}}} | 350px |link={{{Image}}}]] | [[{{{Image}}} | 350px]]}}<br />
<div style="position:absolute; bottom:0; z-index:2">{{#if: {{{ImageGif|}}} | [[File:360.png | 350px |link={{{Image}}}]] |}}<br />
</div><br />
<div class="asset" style="transition:opacity 0.4s; z-index:3">[[{{{Image}}} | 350px]]<br />
<div style="position:absolute; bottom:0; z-index:4">{{#if: {{{ImageGif|}}} | [[File:360.png | 350px |link={{{Image}}}]] |}}<br />
</div></div></div></div><br />
|-<br />
| Class: || colspan="2" style="background:#383838" | [[Mechs#{{{Class}}} Mechs|{{{Class}}} Mech]]<br />
|-<br />
| Faction: || colspan="2" style="background:#383838" | [[{{{Faction}}}]]<br />
|-<br />
| Ticket cost: || colspan="2" style="background:#383838" | [[Tickets|{{{Tickets}}} upon destruction]]<br />
|-<br />
| Tier: || colspan="2" style="background:#383838" | [[Points#Asset Tiers|{{{Tier}}}]]<br />
|-<br />
{{#if: {{{Tonnage|}}} |<br />
{{!}} Tonnage:<br />
{{!}} colspan="2" style="background:#383838" {{!}} {{{Tonnage}}} tons<br />
|}}<br />
|-<br />
| Speed: || colspan="2" style="background:#383838" | {{#if:{{{SpeedWithMasc|}}} | {{{Speed}}} km/h ({{{SpeedWithMasc}}} km/h with [[MASC]]) | {{{Speed}}} km/h}}<br />
|-<br />
| Torso yaw: || colspan="2" style="background:#383838" | {{{Rotation}}}°<br />
|- style="vertical-align:top;"<br />
| Torso pitch: || colspan="2" style="background:#383838" | {{{PitchStand}}} while standing.<br>{{{PitchCrouch}}} while crouching.<br />
|-<br />
! style="background:#2a2a2a;text-align:center;font-size:10pt" colspan="3" | '''Variant Armament'''<br />
|-<br />
| Variant || style="background:#383838; min-width:100px" | Weapons || style="background:#333333; min-width:100px" | Equipment<br />
|- style="vertical-align:top; "<br />
| style="font-size:8pt" | Prime:<br> Price: {{{Price Prime}}} CBills<br> Total armor: {{{ArmorT Prime}}} <br> [[Engines|Engine Size]]: {{{Engine Prime|}}} {{#if: {{{AltSpeed Prime|}}} | <br> Speed: {{{AltSpeed Prime}}} km/h|}}<br />
| style="background:#383838" | {{{Weapons Prime}}}<br />
| {{{Equip Prime}}}<br />
|- style="vertical-align:top;"<br />
{{#if: {{{Weapons A|}}} |<br />
{{!}} style="font-size:8pt" {{!}} A:<br> Price: {{{Price A}}} CBills<br> Total armor: {{{ArmorT A}}}<br> [[Engines|Engine Size]]: {{{Engine A|}}} {{#if: {{{AltSpeed A|}}} | <br> Speed: {{{AltSpeed A}}} km/h|}}<br />
{{!}} style="background:#383838" {{!}} {{{Weapons A}}}<br />
{{!}} {{{Equip A}}}<br />
|}}<br />
|- style="vertical-align:top;"<br />
{{#if: {{{Weapons B|}}} |<br />
{{!}} style="font-size:8pt" {{!}} B:<br> Price: {{{Price B}}} CBills<br> Total armor: {{{ArmorT B}}}<br> [[Engines|Engine Size]]: {{{Engine B|}}} {{#if: {{{AltSpeed B|}}} | <br> Speed: {{{AltSpeed B}}} km/h|}}<br />
{{!}} style="background:#383838" {{!}} {{{Weapons B}}}<br />
{{!}} {{{Equip B}}}<br />
|}}<br />
|- style="vertical-align:top;"<br />
{{#if: {{{Weapons C|}}} |<br />
{{!}} style="font-size:8pt" {{!}} C:<br> Price: {{{Price C}}} CBills<br> Total armor: {{{ArmorT C}}}<br> [[Engines|Engine Size]]: {{{Engine C|}}} {{#if: {{{AltSpeed C|}}} | <br> Speed: {{{AltSpeed C}}} km/h|}}<br />
{{!}} style="background:#383838" {{!}} {{{Weapons C}}}<br />
{{!}} {{{Equip C}}}<br />
|}}<br />
|- style="vertical-align:top;"<br />
{{#if: {{{Weapons D|}}} |<br />
{{!}} style="font-size:8pt" {{!}} D:<br> Price: {{{Price D}}} CBills<br> Total armor: {{{ArmorT D}}}<br> [[Engines|Engine Size]]: {{{Engine D|}}} {{#if: {{{AltSpeed D|}}} | <br> Speed: {{{AltSpeed D}}} km/h|}}<br />
{{!}} style="background:#383838" {{!}} {{{Weapons D}}}<br />
{{!}} {{{Equip D}}}<br />
|}}<br />
|- style="vertical-align:top;"<br />
{{#if: {{{Weapons E|}}} |<br />
{{!}} style="font-size:8pt" {{!}} E:<br> Price: {{{Price E}}} CBills<br> Total armor: {{{ArmorT E}}}<br> [[Engines|Engine Size]]: {{{Engine E|}}} {{#if: {{{AltSpeed E|}}} | <br> Speed: {{{AltSpeed E}}} km/h|}}<br />
{{!}} style="background:#383838" {{!}} {{{Weapons E}}}<br />
{{!}} {{{Equip E}}}<br />
|}}<br />
|- style="vertical-align:top;"<br />
{{#if: {{{Weapons F|}}} |<br />
{{!}} style="font-size:8pt" {{!}} F:<br> Price: {{{Price F}}} CBills<br> Total armor: {{{ArmorT F}}}<br> [[Engines|Engine Size]]: {{{Engine F|}}} {{#if: {{{AltSpeed F|}}} | <br> Speed: {{{AltSpeed F}}} km/h|}}<br />
{{!}} style="background:#383838" {{!}} {{{Weapons F}}}<br />
{{!}} {{{Equip F}}}<br />
|}}<br />
|- style="vertical-align:top;"<br />
{{#if: {{{Weapons G|}}} |<br />
{{!}} style="font-size:8pt" {{!}} G:<br> Price: {{{Price G}}} CBills<br> Total armor: {{{ArmorT G}}}<br> [[Engines|Engine Size]]: {{{Engine G|}}} {{#if: {{{AltSpeed G|}}} | <br> Speed: {{{AltSpeed G}}} km/h|}}<br />
{{!}} style="background:#383838" {{!}} {{{Weapons G}}}<br />
{{!}} {{{Equip G}}}<br />
|}}<br />
|- style="vertical-align:top;"<br />
{{#if: {{{Weapons H|}}} |<br />
{{!}} style="font-size:8pt" {{!}} H:<br> Price: {{{Price H}}} CBills<br> Total armor: {{{ArmorT H}}}<br> [[Engines|Engine Size]]: {{{Engine H|}}} {{#if: {{{AltSpeed H|}}} | <br> Speed: {{{AltSpeed H}}} km/h|}}<br />
{{!}} style="background:#383838" {{!}} {{{Weapons H}}}<br />
{{!}} {{{Equip H}}}<br />
|}}<br />
|- style="vertical-align:top;"<br />
{{#if: {{{Weapons I|}}} |<br />
{{!}} style="font-size:8pt" {{!}} I:<br> Price: {{{Price I}}} CBills<br> Total armor: {{{ArmorT I}}}<br> [[Engines|Engine Size]]: {{{Engine I|}}} {{#if: {{{AltSpeed I|}}} | <br> Speed: {{{AltSpeed I}}} km/h|}}<br />
{{!}} style="background:#383838" {{!}} {{{Weapons I}}}<br />
{{!}} {{{Equip I}}}<br />
|}}<br />
|- style="vertical-align:top;"<br />
{{#if: {{{Weapons J|}}} |<br />
{{!}} style="font-size:8pt" {{!}} J:<br> Price: {{{Price J}}} CBills<br> Total armor: {{{ArmorT J}}}<br> [[Engines|Engine Size]]: {{{Engine J|}}} {{#if: {{{AltSpeed J|}}} | <br> Speed: {{{AltSpeed J}}} km/h|}}<br />
{{!}} style="background:#383838" {{!}} {{{Weapons J}}}<br />
{{!}} {{{Equip J}}}<br />
|}}<br />
|-<br />
{{#if: {{{Armor CT|}}} |<br />
! style="background:#2a2a2a;text-align:center;font-size:10pt" colspan="3" {{!}} '''[[Armor]] Points Distribution'''<br />
{{!}}-<br />
{{!}} colspan="3" style="text-align:center; padding:0" {{!}} {{Annotated image infobox<br />
| image = {{#switch: {{{Pods|}}} | Both=Mech_700.png | LE=Mech_700_LE.png | RE=Mech_700_RE.png | Mech_700_BT.png }}<br />
| image-width = 350<br />
| width = 350<br />
| height = 385<br />
| frameless = true<br />
| nolink = yes<br />
| annot-text-align = left<br />
| annotations =<br />
{{#if: {{{Armor LE|}}} | {{Annotation|245|20|LE|font-size=20|color=white}} |}}<br />
{{Annotation|245|40|BT|font-size=20|color=white}}<br />
{{#if: {{{Armor RE|}}} | {{Annotation|245|60|RE|font-size=20|color=white}} |}}<br />
{{Annotation|245|100|HD|font-size=20|color=white}}<br />
{{Annotation|245|140|LA|font-size=20|color=white}}<br />
{{Annotation|245|160|LL|font-size=20|color=white}}<br />
{{Annotation|245|205|LT|font-size=20|color=white}}<br />
{{Annotation|245|225|CT|font-size=20|color=white}}<br />
{{Annotation|245|245|RT|font-size=20|color=white}}<br />
{{Annotation|245|285|RA|font-size=20|color=white}}<br />
{{Annotation|245|305|RL|font-size=20|color=white}}<br />
{{Annotation|245|345|INT|font-size=20|color=white}}<br />
{{#if: {{{Armor LE|}}} | {{Annotation|290|20|{{{Armor LE}}}|font-size=20|color=white}} |}}<br />
{{Annotation|290|40|{{{Armor B|}}}|font-size=20|color=white}}<br />
{{#if: {{{Armor RE|}}} | {{Annotation|290|60|{{{Armor RE}}}|font-size=20|color=white}} |}}<br />
{{Annotation|290|100|{{{Armor H|}}}|font-size=20|color=white}}<br />
{{#if: {{{Armor LA|}}} | {{Annotation|290|140|{{{Armor LA}}}|font-size=20|color=white}} | {{Annotation|290|140|{{{Armor LRA|}}}|font-size=20|color=white}} }}<br />
{{#if: {{{Armor RA|}}} | {{Annotation|290|285|{{{Armor RA}}}|font-size=20|color=white}} | {{Annotation|290|140|{{{Armor LRA|}}}|font-size=20|color=white}} }}<br />
{{Annotation|290|160|{{{Armor LRL|}}}|font-size=20|color=white}}<br />
{{#if: {{{Armor LT|}}} | {{Annotation|290|205|{{{Armor LT}}}|font-size=20|color=white}} | {{Annotation|290|205|{{{Armor LRT|}}}|font-size=20|color=white}} }}<br />
{{Annotation|290|225|{{{Armor CT|}}}|font-size=20|color=white}}<br />
{{#if: {{{Armor RT|}}} | {{Annotation|290|245|{{{Armor RT}}}|font-size=20|color=white}} | {{Annotation|290|245|{{{Armor LRT|}}}|font-size=20|color=white}} }}<br />
{{Annotation|290|285|{{{Armor LRA|}}}|font-size=20|color=white}}<br />
{{Annotation|290|305|{{{Armor LRL|}}}|font-size=20|color=white}}<br />
{{Annotation|290|345|{{{Armor INT|}}}|font-size=20|color=white}}<br />
}}<br />
|}}<br />
|}<br />
All stats current as of release {{{Version153|0.15.3}}}<br />
</div><br />
[[Category:{{{Class}}} Mechs]]<br />
[[Category:{{{Faction}}} Mechs]]</includeonly><noinclude><br />
{{Documentation}}<br />
[[Category:Infoboxes]]<br />
</noinclude></div>Sabristhttps://wiki.mechlivinglegends.net/index.php?title=Hawkmoth&diff=13415Hawkmoth2022-07-18T21:36:22Z<p>Sabrist: </p>
<hr />
<div>{{VTOL|<br />
| Image = File:Hawkmoth.png<br />
| ImageGif = File:Hawkmoth_spin.gif<br />
| Faction = Inner Sphere<br />
| Tickets = 4<br />
| Tier = 5<br />
| Tonnage = 25<br />
| Speed = 198<br />
<br />
| Price Prime = 47 500 <br />
| ArmorT Prime = 16 375<br />
| Engine Prime = Michaelson 60 I.C.E.<br />
| Weapons Prime = <ul><br />
<li>1x [[LtGauss]]<br />
<li>4x [[MG]]<br />
</ul><br />
| Equip Prime = <ul><br />
<li>[[EOptics]]<br />
<li>[[BAP]]<br />
<li>0 [[DHS]]<br />
<li>2 [[free tons]]<br />
<li>4.5t [[Armor]]<br />
</ul><br />
<br />
| Price A = 44 500<br />
| ArmorT A = 17 684<br />
| Engine A = Michaelson 60 I.C.E<br />
| Weapons A = <ul><br />
<li>2x [[SL|Air SL]]<br />
<li>2x [[ML|Air ML]]<br />
<li>2x [[MRM10|Air MRM10]]<br />
</ul><br />
| Equip A = <ul><br />
<li>1 [[DHS]]<br />
<li>0 [[free tons]]<br />
<li>5t [[Armor]]<br />
</ul><br />
<br />
| Price B = 44 900<br />
| ArmorT B= 16 375<br />
| Engine B = Michaelson 60 I.C.E<br />
| Weapons B = <ul><br />
<li>1x [[MXPL|Air MXPL]]<br />
<li>5x [[HMG]]<br />
<li>1x [[SSRM4]]<br />
</ul><br />
| Equip B = <ul><br />
<li>1 [[DHS]]<br />
<li>0 [[free tons]]<br />
<li>4.5t [[Armor]]<br />
</ul><br />
<br />
| Price C = 53 500 <br />
| ArmorT C = 15 065<br />
| Engine C = Michaelson 60 I.C.E<br />
| Weapons C = <ul><br />
<li>1x [[LPL|Air LPL]]<br />
<li>2x [[Thunderbolt|TBolt5]]<br />
</ul><br />
| Equip C = <ul><br />
<li>[[EOptics]]<br />
<li>2 [[DHS]]<br />
<li>0 [[free tons]]<br />
<li>4.5t [[Armor]]<br />
</ul><br />
<br />
| Price D = 47 000<br />
| ArmorT D = 17 684<br />
| Engine D = Michaelson 60 I.C.E<br />
| Weapons D = <ul><br />
<li>2x [[LPPC]]<br />
<li>2x [[SRM6|Air SRM6]]<br />
</ul><br />
| Equip D = <ul><br />
<li>0 [[DHS]]<br />
<li>0 [[free tons]]<br />
<li>5t [[Armor]]<br />
</ul><br />
<br />
| Price E = 51 800<br />
| ArmorT E = 15 065<br />
| Engine E = Michaelson 60 I.C.E<br />
| Weapons E = <ul><br />
<li>2x [[SSRM6]]<br />
<li>3x [[SPL|Air SPL]]<br />
</ul><br />
| Equip E = <ul><br />
<li>0 [[DHS]]<br />
<li>2 [[free tons]]<br />
<li>4.5t [[Armor]]<br />
</ul><br />
<br />
| Price F = 63 000<br />
| ArmorT F = 16 375<br />
| Engine F = Michaelson 60 I.C.E<br />
| Weapons F = <ul><br />
<li>3x [[MG]]<br />
<li>1x [[iNARC]]<br />
<li>1x [[TAG]]<br />
</ul><br />
| Equip F = <ul><br />
<li>[[EOptics]]<br />
<li>[[BHP]]<br />
<li>[[GECM|VTOL GECM]]<br />
<li>[[C3]]<br />
<li>0 [[DHS]]<br />
<li>2 [[free ton]]<br />
<li>4.5t [[Armor]]<br />
</ul><br />
<br />
| Price G = 53 100<br />
| ArmorT G = 16 375<br />
| Engine G = Michaelson 60 I.C.E<br />
| Weapons G = <ul><br />
<li>1x [[RAC5|VTOL RAC5]]<br />
<li>4x [[ERSL|Air ERSL]]<br />
<li>1x [[ML|Air ML]]<br />
</ul><br />
| Equip G = <ul><br />
<li>[[EOptics]]<br />
<li>0 [[DHS]]<br />
<li>3 [[free tons]]<br />
<li>4.5t [[Armor]]<br />
</ul><br />
<br />
| Armor B = 7185<br />
| Armor LRW = 2591<br />
| Armor E = 2004<br />
| Armor T = 2004<br />
<br />
| Version153 = 0.15.3<br />
}}<br />
<br />
The '''Hawkmoth''' is a light [[VTOL]] available to the [[Inner Sphere]]. Its light armor and high mobility allow it to skirt above and around the battlefield, tackling objectives and finishing off stragglers. The greatest weaknesses of the Hawkmoth is its lackluster damage potential and fragility, both comparable to a light hovertank.<br />
Because of the unique flying capabilities of VTOLs, pilots should be looking for targets of opportunity, back-capping and relaying enemy ground troop movements.<br />
<br />
<br />
==Roles and Gameplay Hints==<br />
===Prime===<br />
A long-range sniper variant. Probably most suitable for typical gunship duty - it can pop-up from behind cover at extreme range, fire a single damaging projectile, then hide before the enemy manages to return fire. When near the front line poking the enemy to distract them is a sound tactic. The greatest problem of this variant is lack of damage potential. While the [[LtGauss]] has incredible range, it also has a poor damage profile, meaning that this unit should prey on the wounded and focus fire on units that are retreating from the front-line for repairs while relaying Intel of the opposing units. Housing 16 shots per ton, the Hawkmoth Prime comes with two [[free tons|Free Tons]] bring the total shot capability to 48. Four [[MG]] spray a hail of bullets etching away armor. Equipped with [[EOptics]] and [[BAP]] aid it in it's search for prey and enemy movement.<br />
<br />
===Variant A===<br />
The A has a devastating combination of two [[MRM10]] to batter and soften targets, and a complement of [[SL|Small]] and [[ML|Medium Lasers]] to finish ablated components off. This variant boasts both the highest DPS and burst potential of the Hawkmoth family, but quickly loses steam around beyond 500m, and is useless beyond 650m. The effective VTOL pilot will use this variant to harass the enemy- punish 'mechs that attempt to focus you with a few easily slung salvo of [[MRM10]] before drifting behind cover- and quickly obliterate any 'mech that makes the mistake of ignoring this flying powerhouse. An extra half-ton of [[armor]] will grant you a hair more staying power over the other Hawkmoth variants, but not enough to forgo careful flying- at the end of the day even 5 tons of armor will vanish under a heavy mech's sneeze.<br />
<br />
===Variant B===<br />
The Hawkmoth B is the de facto mid-range Hawkmoth. One of the highest DPS of the Hawkmoth family, 2 [[X-Pulse_Lasers|Air MXPL]] and a dizzying 5 [[HMG]] plus a single [[SSRM4]] can ablate through any enemy with ease. This profound damage is only recognized by the best pilots, however - as it requires you juggle both holding your aim on target AND flying safely - not just to avoid terrain, but enemy fire. Easier said than done with the painfully short ranged 350m HMG, which mean you need to choose your prey carefully since any commitment needs to be a full commitment - [[armor|4.5 tons of armor]] don't offer much wiggle room for mistakes.<br />
<br />
===Variant C===<br />
The C variant replaces the standard [[Light Gauss|LGauss]] with a [[LPL|Air Large Pulse Laser]] and [[MG|MGs]] for a dual [[Thunderbolt|Thunderbolt 5]] launcher, trading direct-fire capacity for more damage and some limited fire support capabilities. The [[EOptics]] extends it's abilty to select targets. Where the Prime has some capacity for Anti-Air capabilities with its easy to aim [[LtGauss]], the C must maintain sustained contact for the Air Larger Pulse Laser to perform there intended task. The [[Thunderbolt|Thunderbolt 5]] offers considerable screenshake that can make an already well-piloted VTOL even harder to hit.<br />
<br />
===Variant D===<br />
The Hawkmoth D sports the second-highest burst potential of the Hawkmoth family. The additional 1/2 ton of [[Armor]] increases it's survivability . Its dual [[LPPC]]s provides a relatively strong mid-range punch the equivalent of a standard PPC as an Alpha hit or Chain-fired to keep your foe off balance. Backed by a pair of Air [[SRM6]] racks with zero min range out to 498 meters. An effective pilot will use this Variant to support in a brawl, Chain-firing its salvo of screen-shaking projectiles to tip any 'mech encounter in your teams favor - or, bobbing and weaving behind terrain and buildings, delivering nasty Alpha Strikes between cover.<br />
<br />
===Variant E===<br />
This variant of the Hawkmoth's three [[SPL|Air Small Pulse Lasers]] and two [[SSRM6|Air Streak Short Range Missiles 6]] allowing for a good general-purpose VTOL. Compared to the other variants, it's the middle-ground in terms of both DPS and burst potential. The quick-fire [[SPL|Air Small Pulse Laser]] offers punishment against enemy aerospace and in conjunction with quickly-reloading [[SSRM6|Air SSRM6]] and two [[free tons|Free Tons]], it can focus down components of ground assets with a steady hand. Being equipped with a cool [[IS]] engineered [[SPL|Air SPL]] means that this variant will shine brighter in hot climates where its [[Donar]] cousin with a [[Clan]] engineered [[LPL]] will be overheating.<br />
<br />
===Variant F - ''"Evil Eye"''===<br />
Effectively a flying [[Raven]] Prime, the Hawkmoth F carries the same [[NARC|iNARC]] 900-meter system plus [[TAG]] for painting targets a 1350m for missile attacks. The F also carries [[BHP]] which boosts detection range by 400m and improves [[lock on]] time, [[C3]] that distributes [[Radar]] readings to any teammates in range, and defensive [[GECM|Vtol GECM]] that increases the time it takes for an enemy to achieve [[lock on|target lock]] while reducing your signature to 500m. This variant can be used on any map for Intelligence Recon and Targeting - and is a must-have for [[Gameplay_Tactics#LRM_Camping|teams built around long range missiles]]. The F is primarily a support and intel asset - and only carries three [[MG]]s. They can, in a pinch, finish off a low enemy or inattentive battle-armor .. but otherwise won't be able to stand toe-to-toe against anything else on the field.<br />
<br />
===Variant G===<br />
{{fluff}}<br />
The Air [[RAC5]] has impressive damage for a VTOL - which can be delivered from 860m out, with a significant punch coming in at 500m with 4 Air [[ERSL]] and an Air [[ML]] - combined, is a blast with more damage than an [[LBX10]] and can be refired nearly twice as fast. Equipped with [[EOptics]] and [[BAP]] aid it in it's search for prey and enemy movement. The RAC5 is easiest to land on larger, slower targets, which should be a priority considering that maintaining a bead will severely affect your maneuverability. 3 [[free tons|Free Tons]] should be topped up at every opportunity to take full advantage of your powerful [[RAC5]] which is likely to chew through multiple tons of ammo per engagement.<br />
<br />
<br />
==Trivia==<br />
[[File:HawkmothD.jpg|300px|left|thumb|Hawkmoth D visualized by Pytak]]<br />
Up until version 0.7.0 there was no Hawkmoth D available ingame, because the name was considered "reserved" for an imaginary asset.<br />
The '''Hawkmoth D''' was a variant set up by KingLeerUK, one of the MWLL team's Lead Developers. The proposed configuration was 4 [[Long Tom Artillery|Long Tom]], 6 [[HGauss|Heavy Gauss]], 8 RAC20, 1 MG with additional 4 [[LAMS]], [[GECM]], [[BHP]] and [[C3]]. [http://www.mechlivinglegends.net/forum/index.php/topic,8250.msg111432.html#msg111432 See original post]. The Hawkmoth D quickly became a common in-joke of the forum community, and is sometimes mentioned in discussions about alternate variants and anything regarding "overkill". There are promotional posters near some spawn points, showing Hawkmoth D advertisements.<br />
<br />
<br />
{{Clear}}<br />
==Canon==<br />
The Hawkmoth is the lighter cousin of the immensely popular Yellow Jacket VTOL. Another Michaelson Heavy Industries design, the Hawk Moth was designed around the [[LtGauss|Light Gauss]], just as the Yellow Jacket was around the larger Gauss Rifle. Using the weight saved by the smaller weapon, the Hawk Moth can zip along at up to 130kph and also carries enough ammunition for a prolonged engagement at extreme stand-off range. However, it carries very light armor, and stands very little chance of survival when engaging outside the environment for which it was designed.<br />
<br />
Notable Pilots: Morbo513 - MERC, Poplug - MERC, Alrid - MERC, ISDestroyer - IS, Elf - MERC<br />
<br />
Date Introduced 3060 during the Era known as "Clan Invasion" (3050 - 3061) - Unit Role: Sniper<br />
<br />
[http://www.sarna.net/wiki/Hawk_Moth BattleTech Reference]<br />
<br />
<br />
{{Template:Navbox_Assets_IS}}</div>Sabristhttps://wiki.mechlivinglegends.net/index.php?title=Donar&diff=13414Donar2022-07-18T21:36:04Z<p>Sabrist: </p>
<hr />
<div>{{VTOL|<br />
| Image = File:Donar.png<br />
| ImageGif = File:Donar_spin.gif<br />
| Faction = Clan<br />
| Tickets = 4<br />
| Tier = 5<br />
| Tonnage = 25<br />
| Speed = 198<br />
<br />
| Price Prime = 55 800<br />
| ArmorT Prime = 16 375<br />
| Engine Prime = Fusion 50<br />
| Weapons Prime = <ul><br />
<li>2x [[CSSRM4]]<br />
<li>1x [[CERLL|Air CERLL]]<br />
<li>1x [[TAG]]<br />
</ul><br />
| Equip Prime = <ul><br />
<li>[[EOptics]]<br />
<li>2 [[DHS]]<br />
<li>0 [[free tons]]<br />
<li>4.5t [[Armor]]<br />
</ul><br />
<br />
| Price A = 55 000<br />
| ArmorT A = 16 375<br />
| Engine A = Fusion 50<br />
| Weapons A = <ul><br />
<li>2x [[CUAC5|Air CUAC5]]<br />
<li>2x [[CERSL|Air CERSL]]<br />
</ul><br />
| Equip A = <ul><br />
<li>[[EOptics]]<br />
<li>0 [[DHS]]<br />
<li>0 [[free tons]]<br />
<li>4.5t [[Armor]]<br />
</ul><br />
<br />
| Price B = 52 500<br />
| ArmorT B = 16 375<br />
| Engine B = Fusion 50<br />
| Weapons B = <ul><br />
<li>3x [[CERML]]<br />
<li>1x [[CNARC]]<br />
</ul><br />
| Equip B = <ul><br />
<li>[[EOptics]]<br />
<li>3 [[DHS]]<br />
<li>1 [[free ton]]<br />
<li>4.5t [[Armor]]<br />
</ul><br />
<br />
| Price C = 53 500<br />
| ArmorT C = 16 375<br />
| Engine C = Fusion 50<br />
| Weapons C = <ul><br />
<li>5x [[SSRM2|CSSRM2]]<br />
<li>3x [[CSPL|Air CSPL]]<br />
</ul><br />
| Equip C = <ul><br />
<li>[[GECM|VTOL GECM]]<br />
<li>1 [[DHS]] <br />
<li>0 [[free tons]]<br />
<li>4.5t [[Armor]]<br />
</ul><br />
<br />
| Price D = 56 900<br />
| ArmorT D = 16 375<br />
| Engine D = Fusion 50<br />
| Weapons D = <ul><br />
<li>2x [[ATM6#High Explosive|ATM6 (HE)]]<br />
<li>1x [[CMPL|Air CMPL]]<br />
</ul><br />
| Equip D = <ul><br />
<li>[[EOptics]]<br />
<li>[[GECM|VTOL GECM]]<br />
<li>0 [[DHS]]<br />
<li>0 [[free tons]]<br />
<li>4.5t [[Armor]]<br />
</ul><br />
<br />
| Price E = 48 200<br />
| ArmorT E = 16 375<br />
| Engine E = Fusion 50<br />
| Weapons E = <ul><br />
<li>2x [[SRM6|Air SRM6]]<br />
<li>2x [[HSL|Air HSL]]<br />
<li>1x [[HML|Air HML]]<br />
</ul><br />
| Equip E = <ul><br />
<li>3 [[DHS]]<br />
<li>0 [[free tons]]<br />
<li>4.5t [[Armor]]<br />
</ul><br />
<br />
| Price F = 50 300<br />
| ArmorT F = 16 375<br />
| Engine F = Fusion 50<br />
| Weapons F = <ul><br />
<li>2x [[ATM3#Standard|Air ATM3 (Std)]]<br />
<li>1x [[HLL]]<br />
</ul><br />
| Equip F = <ul><br />
<li>[[EOptics]]<br />
<li>2 [[DHS]]<br />
<li>0 [[free tons]]<br />
<li>4.5t [[Armor]]<br />
</ul><br />
<br />
| Price G = 53 100<br />
| ArmorT G = 16 375<br />
| Engine G = Fusion 50<br />
| Weapons G = <ul><br />
<li>1x [[LBX5|Air LBX5]]<br />
<li>4x [[HMG]]<br />
</ul><br />
| Equip G = <ul><br />
<li>[[EOptics]]<br />
<li>0 [[DHS]]<br />
<li>1 [[free tons]]<br />
<li>4.5t [[Armor]]<br />
</ul><br />
<br />
| Armor B = 7185<br />
| Armor LRW = 2591<br />
| Armor E = 2004<br />
| Armor T = 2004<br />
<br />
| Version153 = 0.15.3<br />
}}<br />
<br />
Similar in concept to the Inner Sphere's Hawkmoth as its name suggests Donar is a light Combat VTOL that excels at softening an enemy and outmaneuvering any return-fire. The Donar was originally commissioned to provide quick fire support, its missiles are effective at exploiting the holes that its laser can open up. The Clan's version of Eyes in The Sky also comes with various arrays of electronics. Donar in Canon is 21 tons, but in Drops the Donar is usually rounded up to 25 tons. Because of the unique flying capabilities of VTOLs, pilots should be looking for targets of opportunity, back-capping and relaying enemy ground troop movements.<br />
<br />
==Variant and Gameplay tips==<br />
===Prime===<br />
The Donar Prime carries a [[CERLL|Extended Range Large Laser]] backed by two [[SSRM|Streak-SRM4]]. It can harass light Mechs and tanks at range, while also being a good choice for hit-and-run tactics by flying just close enough to lock the Streak SRMs, fire and run away. [[EOptics]], [[BAP]] in combination with [[TAG|Laser (Target Acquisition Gear)]] a weapon designed to mark targets for friendly guided ordinance.<br />
<br />
===Variant A===<br />
Pilots familiar with the [[RAC5]] toting [[Hawkmoth#Variant_G|Hawkmoth G]] will feel right at home in this variant, whose two [[UAC5]] with similar range, projectile speed and damage make this the spitting image, although with a clan flavor. Unlike the UAC5 that you'll find on mechs, this VTOL carries an '''Air''' modified version of the weapon; which behaves almost exactly like a RAC5, instead of the 3-shell burst you'd expect on the ground. <br />
<br />
While the two UAC5 sing the siren song of ''tremendous damage'' on paper, the struggle of maintaining a bead to lead all those pellets on target while also handling your VTOL to avoid enemy fire, trees, and terrain leave much of that damage unrealized; explaining why the two complementing [[CERSL]] are equipped without being overpowered. However, anyone who masters handling these weapons in tandem with the chassis they're mounted on will find everything from mediums up to assaults easy prey, as long as you have ammo to fire with. <br />
<br />
Ammo will run out quickly, and with no free tonnage for reloads- it's wise to keep an eye on how many shells you have before committing to an engagement. Like the RAC5, you must be sure to avoid jamming the UAC5's, or your weapons will be locked for a painful 9 seconds. [[EOptics]] mean you can technically utilize all 860m of the UAC5's range, but it will rarely be an opportunity except for punishing inattentive mechs holding still, or fleeing enemies with low armor.<br />
<br />
===Variant B===<br />
Mounting three [[ERML|Extended Range Medium Lasers]] and a [[NARC|NARC]] with one [[Free tons | Free Ton]] NARC ammo, this is the Clan version of the Hawkmoth F, although with more sustained damage output. The Donar B's NARC has a maximum range of 700m, requiring it to take the risk of being fired upon in order to paint targets. However, it can fire its lasers on the target while doing so, and achieving NARC lock may be easier than holding a [[TAG]] laser steady for some pilots. 3 [[DHS]] should take care of the heat generation.<br />
<br />
===Variant C - ''"HEADON"''===<br />
The C is a very Short range heavy hitting fighter. The highlight of this VTOL is the 5 rapidly reloading racks of [[CSSRM2 | Streak-SRM2]] will keep any foe's screen permanently shaken if chain-fired. The Donar C is a great asset for incapacitating high-value enemy assets all while blasting them down with three [[CSPL |Small Pulse Lasers]]. However, it takes a skilled pilot to both read the battlefield and maneuver close enough, and long enough to start delivering your salvos safely- since the Donar C has incredibly short range, and almost nonexistant armor like the rest of the VTOL family. This Donar Variant absolutely demolishes enemy VTOL assets that are foolish enough to find themselves within its range.<br />
<br />
===Variant D===<br />
The Donar D sports one [[CMPL |Medium Pulse Laser]] which is reasonably heat-efficient on its own - but the true power of this chassis rests in the two racks of [[ATM6|High Explosive ATM6]]. While locked missiles allow you to maneuver while firing, careful attention should be made to maintain an angle to where each salvo will arc to their target. This variant has excellent anti-vtol capabilities, and is excellent at mutilating lone light and mediums in a hurry- making it both a proficient anti-back-capper and back-capper as well.<br />
<br />
===Variant E===<br />
Three weapon systems in almost the same range, two [[SRM6 | SRM6]], a[[HML | Heavy Medium Laser]] and two [[HSL | Heavy Small Lasers]], but only three [[DHS]]. Care should be taken not only for the Heat Build-up but the FaceTime needed for the Lasers. This could almost constitute [[Kiting]] as an action to lay waste of your prey.<br />
Just be certain of your surroundings and strike from the rear.<br />
<br />
===Variant F===<br />
This variant's two [[ATM3 | Standard ATM-3]] launchers can be utilized to keep damage output up even during evasive maneuvers with their tracking and generous range. Softened enemies quickly fall under the focused beam of a [[HLL | Heavy Large Laser]]. With only two [[DHS| Dual Heat Sinks]] to manage your internals with, constantly throwing ATM salvos and Heavy Laser Beams will quickly overheat your VTOL- so keep a mindful eye on that temp gauge. The [[EOptics]] enables a zoom of 2.5x for spotting/reporting to your team, but also allows for pinpoint accuracy when focusing damaged components with your Laser.<br />
<br />
===Variant G===<br />
The combination of one [[LBX5|Air LBX AutoCannons5]] and four [[HMG|Heavy Machine Guns]] make this a devastating foe to both enemy Aerospace and Tanks especially, but can easily damage light and medium mechs alike. It's respectable damage output and forgiving range makes it a favorite of both novice and veteran VTOL pilots. However, only 1 [[Free_ton| Ton Extra]] to store ammunition, limits this VTOL's effective presence on the battlefield- especially considering how this variants entire arsenal needs to be exercised in order to realize its full potential.<br />
<br />
==Trivia==<br />
The '''Donar''' is a [[Clan]] [[VTOL]] added with the release of MWLL 0.6.0.<br />
<br />
<br />
==Canon==<br />
Donar was designed as a fast attack unit capable of providing long-range fire support. Operated by two pilots - gunman in front and a pilot/navigator in the back, the Donar was heavily armored for it's class. 3 tons of ferro-fibrous armor protect the hull very well, though the rotor cannot mount enough armor to ensure it's survivability for hits above 40mm caliber guns. Weapons of the Donar are synchronized with the helmet allowing the gunner to pick up targets quickly and efficiently. Donars are used both as front-line cavalry VTOL or as scouts.<br />
<br />
Notable Pilots: Poplug - MERC, Juffos - MERC<br />
<br />
Date Introduced 3017 during the Era known as "Late Succession War - LosTech" (2901 - 3019) - Unit Role: Striker<br />
<br />
[http://www.sarna.net/wiki/Donar BattleTech Reference]<br />
<br />
{{Template:Navbox Assets Clan}}</div>Sabristhttps://wiki.mechlivinglegends.net/index.php?title=Warhammer&diff=13413Warhammer2022-07-18T21:35:11Z<p>Sabrist: 0.15.3 update</p>
<hr />
<div>{{Mech|<br />
| Image = File:Warhammer.png<br />
| ImageGif = File:Warhammer_spin.gif<br />
| Class = Heavy<br />
| Faction = Inner Sphere<br />
| Tickets = 8<br />
| Tier = 10<br />
| Tonnage = 70<br />
| Speed = 64<br />
| SpeedWithMasc = <br />
| Rotation = 260<br />
| PitchStand = -33° to +41°<br />
| PitchCrouch = -33° to +51°<br />
<br />
| Price Prime = 67 900<br />
| ArmorT Prime = 64 474<br />
| Engine Prime = VOX 280 STD<br />
| Weapons Prime = <ul><br />
<li>2x [[PPC]]<br />
<li>2x [[ML]]<br />
<li>2x [[SL]]<br />
<li>1x [[SRM6]]<br />
</ul><br />
| Equip Prime = <ul><br />
<li>4 [[DHS]]<br />
<li>1 [[free tons]]<br />
<li>13t [[Armor]]<br />
</ul><br />
<br />
| Price A = 89 200<br />
| ArmorT A = 61 312<br />
| Engine A = VOX 280 XL<br />
| Weapons A = <ul><br />
<li>3x [[LPL]]<br />
<li>2x [[SSRM6]]<br />
</ul><br />
| Equip A = <ul><br />
<li>[[EOptics]]<br />
<li>[[GECM]]<br />
<li>8 [[DHS]]<br />
<li>0 [[free tons]]<br />
<li>12.5t [[Armor]]<br />
</ul><br />
<br />
| Price B = 77 500<br />
| ArmorT B = 61 312<br />
| Engine B = VOX 280 XL<br />
| Weapons B = <ul><br />
<li>2x [[HVAC10]]<br />
<li>2x [[ERSL]]<br />
<li>1x [[SRM6]]<br />
<li>2x [[HMG]]<br />
<li>1x [[B-Pod]]<br />
</ul><br />
| Equip B = <ul><br />
<li>[[EOptics]]<br />
<li>0 [[DHS]]<br />
<li>4 [[free tons]]<br />
<li>12.5t [[Armor]]<br />
</ul><br />
<br />
| Price C = 89 150<br />
| ArmorT C = 64 474<br />
| Engine C = VOX 280 XL<br />
| Weapons C = <ul><br />
<li>2x [[SPL]]<br />
<li>1x [[LBX20]]<br />
<li>4x [[LPPC]]<br />
</ul><br />
| Equip C = <ul><br />
<li>[[EOptics]]<br />
<li>[[GECM]]<br />
<li>[[BAP]]<br />
<li>[[LAMS]]<br />
<li>5 [[DHS]]<br />
<li>1 [[free ton]]<br />
<li>13t [[Armor]]<br />
</ul><br />
<br />
| Price D = 78 500<br />
| ArmorT D = 64 474<br />
| Engine D = VOX 280 XL<br />
| Weapons D = <ul><br />
<li>1x [[UAC20]]<br />
<li>2x [[LL]]<br />
<li>2x [[TBolt5]]<br />
</ul><br />
| Equip D = <ul><br />
<li>[[EOptics]]<br />
<li>4 [[DHS]]<br />
<li>1 [[free tons]]<br />
<li>13t [[Armor]]<br />
</ul><br />
<br />
| Price E = 75 000<br />
| ArmorT E = 64 474<br />
| Engine E = VOX 280 XL<br />
| Weapons E = <ul><br />
<li>2x [[ERLL]]<br />
<li>2x [[AC5]]<br />
<li>1x [[LBX10]]<br />
<li>2x [[SL]]<br />
</ul><br />
| Equip E = <ul><br />
<li>[[EOptics]]<br />
<li>3 [[DHS]]<br />
<li>0 [[free tons]]<br />
<li>13t [[Armor]]<br />
</ul><br />
<br />
| Price F = 79 250<br />
| ArmorT F = 64 474<br />
| Engine F = VOX 280 XL<br />
| Weapons F = <ul><br />
<li>2x [[RAC5]]<br />
<li>1x [[MRM30]]<br />
<li>3x [[Flamer]]<br />
</ul><br />
| Equip F = <ul><br />
<li>3 [[DHS]]<br />
<li>3 [[free tons]]<br />
<li>13t [[Armor]]<br />
</ul><br />
<br />
| Price G = 77 500<br />
| ArmorT G = 61 312<br />
| Engine G = VOX 280 XL<br />
| Weapons G = <ul><br />
<li>2x [[ERPPC]]<br />
<li>1x [[ELRM15]]<br />
<li>4x [[AC2]]<br />
<li>1x [[B-Pod]]<br />
</ul><br />
| Equip G = <ul><br />
<li>[[EOptics]]<br />
<li>2 [[DHS]]<br />
<li>1 [[free tons]]<br />
<li>12.5t [[Armor]]<br />
</ul><br />
<br />
| Pods = RE<br />
| Armor H = 2760<br />
| Armor CT = 9138<br />
| Armor LRT = 5939<br />
| Armor B = 5483<br />
| Armor LRA = 5254<br />
| Armor INT = 3947<br />
| Armor LRL = 6579<br />
| Armor RE = 3655<br />
<br />
| Version153 = 0.15.3<br />
}}<br />
<br />
The '''Warhammer''' is a heavily armed and moderately [[Armor|armored]] [[Inner Sphere]] [[Heavy Mechs|Heavy Mech]], possessing modest speed and maneuverability. Able to dish it out and take it in, the Warhammer is a powerful force on the battlefield, capable of shredding [[Light Mechs]] and [[Vehicles]], as well as standing toe to toe against other Heavies.<br />
<br />
Warhammer's large spotlight can be turned on with the ['''L'''] key. It functions differently than the standard Mech spotlights, as it has a much longer range. When fighting [[Battle Armor]] in the Warhammer, players can turn on the spotlight to discern the battlearmor from the surroundings. The Mech also has a narrow vertical field of view, which may make it hard to deal with [[Aerospace]] fighters and [[VTOL]]s.<br />
<br />
==Roles and Gameplay Hints==<br />
===Prime===<br />
<p>The Warhammer Prime is the signature mech of Natasha Kerensky. It is also a Knights of the Inner Sphere favorite. With its low price the Prime is a budget favorite and a well-armed mech, possessing a variety of weapons capable of inflicting significant damage at short range and modest damage at medium range. 2 [[PPC]]s provide the initial mid-range punch, disorienting enemy mechwarriors with cockpit shake and disabling [[night vision]]. The Prime's mid-range output is supplemented by 2 [[ML]]s, but it reaches its full damage potential as it closes within 250m. The Prime's 2 [[SL]]s and an [[SRM6]] allow it to step up its firepower as it closes on its foes. The [[SRM6]] provides the primary defense against [[Battle Armor]], allowing the Warhammer Prime to defend both itself and nearby allies from BA ambushes. Being primarily [[Energy Weapon]] based, the Prime sports 4 [[Double Heat Sinks]] allowing a disciplined mechwarrior to output fire continuously without fear of excess heat.</p><p> The Prime has a major difference from all other variants. It is equipped with a [[Engines|standard engine]] which causes no bonus damage to be transferred to its vital center torso from a busted side torso. Spreading damage by torso twisting can allow a Prime to survive far longer than its already hard to kill brethren. The Prime can often escape damaging encounters that would have destroyed many other mechs. The Warhammer Prime is dangerous mech capable of handling a variety of threats at a variety of ranges.</p><br />
<br />
===Variant A===<br />
The Warhammer A operates a bit [[heat|hot]], but is a formidable asset with robust [[pinpoint]] accuracy and [[screen shake]] backup weapons - an excellent medium range mech that can turn into a [[brawler]] in a pinch. The A, however, has no [[spare ammo]] for its pair of [[SSRM6]]s. The A should focus on being sustainable medium range firepower when in long engagements and avoid close combat unless [[resupply]] is near. Players should utilize [[group fire]] for the A's impressive array of three [[LPL|Large Pulse Lasers]] and [[chain fire]] for its SSRM6s to maximize screen shake. If more than two mouse buttons are available, a third, chain fired group containing the three pulse lasers will help when trying to even out heat or shoot at pesky [[BA]].<br />
<br />
===Variant B===<br />
Many famous warriors where seduced by beauty, several by that of weapons yet only few came to know the [[HVAC10]]. If there ever where warriors guided by the beauty of the weapon, then the admirers of the HVAC10 certainly are some of those.<br><br />
This War Hammer puts its stakes on the fact that the two HVAC10 deliver more damage than two [[AC10|heavy Auto Cannons]] would all the while still reaching beyond even the nimbler [[AC5|standard Auto Cannon]], rivaling the Gauss and ERPPC. In contrast to all but ERPPC it also induces heavy screen shake to the target.<br><br />
This alone makes this asset capable of shaking the object of his attention almost out of the ability to retaliate all the way up to 900m out.<br><br />
Besides the 4 tons for spare reloads, most certainly reserved for the HVAC10s, the Mech also carries an somewhat disparate array of tertiary (in the sense of weapons grouping) backup weapons:<br><br />
Once we realize the bulk of that arrays damage reaches out up to between 350 and 200m, we can see the group is less unfortunate but rather a dissonant one. Just fire it all and at once - to your hearts content, or until the two "Beauties" come to wake again.<br><br />
<br />
This one is devoted for those who are able to step in the thick of the battle and are intimate to the intricacies of the equipment.<br />
<br />
===Variant C===<br />
Nothing reaches beyond 500 meters on this one - [[GECM]] suite ensures not even radar microwaves. With the least of an firing discipline the 4 [[LPPC]] can be fired indefinitely and in short succession - rendering any opponent blind at night, out to 450m. This sole property renders this variant an night hunter of supreme potential. The 2 [[SPL]], reaching out to 250m bring on the hurt at close range. While the main trump card of this variant, however, is the persuading potential of the [[LBX20]] cannon and it is backed up by the usual ton of spare ammunition. Utmost care is to be taken that each hit counts as the LBX20 cannon does the majority of the C variant's damage. The selling points of this top priced Warhammer is its night hunting potential backed up by the [[GECM]] suite's stealth and extended sensor range provided by [[BAP]], although note that the stealth can be too easily broken by any stray enemy missile on a fly-by, by the treacherous [[LAMS]]. This only applies if the radar is held in the active mode. 5 [[DHS]] and 13t [[Armor]] round out this Whammy that has all the toys. God help the fool that gets in your way!<br />
<br />
===Variant D===<br />
The Warhammer D is the wolf-in-sheep's-clothing of the Warhammer line. 2 [[LL]]s and 2 [[Tbolt5]]s will lure your targets in for an easy kill of an long ranged helpless low DPS sniper. Brawlers will weather the storm, closing on you with the intent of scoring a quick kill. Once they arrive, however, they'll be in for a nasty surprise as the D variant's main weapon, a single [[UAC20]], roars into life. This weapon is capable of immense burst damage, and will quickly tear into any dents the enemy took from their approach, coring smaller enemy mechs in a few seconds of fire. Furthermore, it is also placed high on the mech's shoulder, allowing the mechwarrior to fire double AC rounds at enemies while in partial cover. 4 [[DHS]] give the D variant acceptable heat management, and an extra ton of [[free tons|free space]] ensures that its autocannon has more ammo should the enemy prove tougher than expected.<br><br />
The selling point of this Variant is to have a foot in both of the worlds - snipers and brute brawlers.<br />
<br />
===Variant E===<br />
{{fluff}}<br />
The E is a vicious and inexpensive, but somewhat unfocused, Warhammer. It is more than capable of serving as a back-of-the-line- or midrange-, fire support mech with its [[LRM20]] and two [[AC5]]s. Unlike most fire support mechs, the E can fend for itself in close combat. While its LRM20 becomes useless in close combat, all of its other weapons remain effective, including one [[AC10]], two [[Small laser]]s, and one [[Medium pulse laser]].<br />
<br />
Players that constantly position the E for midrange combat will find themselves juggling many different weapon groups while simultaneously attempting to maintain missile lock. Although difficult, this tactic allows the player to put down withering fire on their opponents, especially with the [[screen shake]] from the AC10. Players will also find that the E particularly shines when allies are using [[TAG]] or [[NARC]] effectively, as this allows the E to focus on its other weapons and allows it to [[damage spreading|damage spread]] since it doesn't have to [[stare]] to maintain [[missile lock]].<br />
<br />
Weapon groups should be customized depending on the number of available mouse buttons. For four or more mouse buttons, group the [[MPL]] and two [[SL]]s together. When only three mouse buttons are available, the [[AC10]] can be grouped with the [[AC5]]s at only a slight reduction in effectiveness. Regardless of how many mouse buttons are available, players should ensure that the AC10 is mapped to a button that can be held down continually.<br />
<br />
===Variant F===<br />
The Warhammer F excels at close combat and can provide modest mid-range support. 2 [[RAC5]]s, the F's primary weapon systems, are able to dish out serious damage allowing the F to engage other heavies as well as strip the armor from assaults at close range. A single [[MRM30]] supplements the already great damage provided by the rotary autocannons, and 3 [[flamers]] give the Warhammer F the ability to punish any energy-focused mechs that are foolish enough to get close. 3 [[DHS]] help dump the waste heat flamers will saddle you with, while 3 [[free tons]] give you some staying power before returning to rearm.<br />
<br />
===Variant G===<br />
When we speak about this War Hammer, we speak about minding busyness in our neighbor's back yard and in his neighbor's back yard too. We are speaking serious long range and serious punch.<br><br />
Speaking of serious, be sure you will be facing serious heat levels as well, for the while the two [[DHS|Double Heat Sinks]] struggle to cool off the waste heat from the two mighty [[ERPPC]]. The trusty [[ELRM15|Extended Long Range Missile launcher of class 15]] isn't too cold either, so the only slack that's cut to you is from the four extremely ranged [[AC2]].<br><br />
If you come to haste, due to an stray Battle Armor trying to take it out on you, the very situational [[BPod]] might bring the tide of the battle in your favor, but only if you manage to capitalize on it otherwise - alone it won't matter too much.<br><br />
On the other hand, if you look on the ELRM15 launcher as a spare weapon, and use the two ERPPC as a primary group each, putting the four AC2 in the tertiary group, forgoing any [[DPS]] plan in favor of opportune lucky strikes by either single ERPPC jolt or "Alpha" shooting form a totally cold state, you might actually secure a kill steal from an unsuspected angle. This implies superb position seeking and that extrasensory feeling for the battle tide.<br><br />
A long range sniper with a backup ELRM15 launcher.<br />
<br />
<br />
==Canon==<br />
The Warhammer BattleMech was introduced by StarCorps Industries in 2515 to be "a mobile 'Mech with enough firepower to destroy or severely damage any 'Mech of the same weight class or lower." In the mission it was designed for, the Warhammer proved to be a very capable 'Mech, and for centuries practically defined the entire class of heavy 'Mechs. Boasting incredible firepower and respectable armoring, the Warhammer served prominently in the Star League Defense Force and was one of the premier 'Mechs in the Gunslinger Program. Indeed, many of the greatest MechWarriors in history were Warhammer pilots.<br />
Being more lightly armored then other mechs of its class, the Warhammer preferred to stay at range where its weaponry was most effective. In addition to PPCs, SRMs, and Lasers, it had two machine guns for defense against infantry.<br />
Date Introduced 2515 during the Era known as "Age of War" (2005 - 2570) - Unit Role: Brawler<br />
<br />
Amongst BT fans, the Warhammer, along with other Mechs designed for the ''Macross'' Anime series, is referred as the ''Unseen''. Another ''Unseen'' Mech (which was originally planned to appear in MWLL) is the [[Marauder]].<br />
<br />
[http://www.sarna.net/wiki/Warhammer BattleTech Reference]<br />
{{Template:Navbox_Assets_IS}}</div>Sabristhttps://wiki.mechlivinglegends.net/index.php?title=Mauler&diff=13412Mauler2022-07-18T21:32:01Z<p>Sabrist: 0.15.3 update</p>
<hr />
<div>{{Mech|<br />
| Image = File:Mauler.png<br />
| ImageGif = File:Mauler_spinning_350px.gif<br />
| Class = Assault<br />
| Faction = Inner Sphere<br />
| Tickets = 12<br />
| Tier = 13<br />
| Tonnage = 90<br />
| Speed = 54<br />
| Rotation = 270<br />
| PitchStand = -34° to +50°<br />
| PitchCrouch = -34° to +60°<br />
<br />
| Price Prime = 94 900<br />
| ArmorT Prime = 76 729<br />
| Engine Prime = Hermes 270 XL<br />
| Weapons Prime = <ul><br />
<li>2x [[ERLL]]<br />
<li>2x [[LRM15]]<br />
<li>4x [[UAC2]]<br />
</ul><br />
| Equip Prime = <ul><br />
<li>[[EOptics]]<br />
<li>4 [[DHS]]<br />
<li>4 [[free tons]]<br />
<li>16t [[Armor]]<br />
</ul><br />
<br />
| Price A = 112 300<br />
| ArmorT A = 73 145<br />
| Engine A = Hermes 270 XL<br />
| Weapons A = <ul><br />
<li>1x [[HPPC]]<br />
<li>1x [[Gauss]]<br />
<li>2x [[LRM20]]<br />
<li>2x [[SXPL]]<br />
<li>2x [[ERSL]]<br />
<li>1x [[B-Pod]]<br />
</ul><br />
| Equip A = <ul><br />
<li>[[EOptics]]<br />
<li>[[GECM]]<br />
<li>4 [[DHS]]<br />
<li>3 [[free tons]]<br />
<li>15t [[Armor]]<br />
</ul><br />
<br />
| Price B = 102 500<br />
| ArmorT B = 73 145<br />
| Engine B = Hermes 270 XL<br />
| Weapons B = <ul><br />
<li>2x [[PPC]]<br />
<li>4x [[LL]]<br />
<li>2x [[LRM10]]<br />
</ul><br />
| Equip B = <ul><br />
<li>[[EOptics]]<br />
<li>11 [[DHS]]<br />
<li>0 [[free tons]]<br />
<li>15t [[Armor]]<br />
</ul><br />
<br />
| Price C = 104 100<br />
| ArmorT C = 73 145<br />
| Engine C = Hermes 270 XL<br />
| Weapons C = <ul><br />
<li>1x [[LBX20]]<br />
<li>1x [[UAC20]]<br />
<li>1x [[MRM30]] <br />
<li>4x [[SRM2]]<br />
<li>1x [[SRM6]]<br />
<li>1x [[B-Pod]]<br />
</ul><br />
| Equip C = <ul><br />
<li>3 [[DHS]]<br />
<li>2 [[free tons]]<br />
<li>15t [[Armor]]<br />
</ul><br />
<br />
| Price D = 106 500<br />
| ArmorT D = 80 311<br />
| Engine D = Hermes 270 XL<br />
| Weapons D = <ul><br />
<li>2x [[PPC]]<br />
<li>2x [[MRM40]]<br />
<li>4x [[SXPL]]<br />
</ul><br />
| Equip D = <ul><br />
<li>[[EOptics]]<br />
<li>7 [[DHS]]<br />
<li>2 [[free tons]]<br />
<li>16.5t [[Armor]]<br />
</ul><br />
<br />
| Price E = 102 500<br />
| ArmorT E = 80 311<br />
| Engine E = Hermes 270 XL<br />
| Weapons E = <ul><br />
<li>1x [[LtGauss]]<br />
<li>4x [[AC2]]<br />
<li>2x [[ELRM15]]<br />
<li>1x [[ERPPC]]<br />
</ul><br />
| Equip E = <ul><br />
<li>[[EOptics]]<br />
<li>[[GECM]]<br />
<li>2 [[DHS]]<br />
<li>5 [[free tons]]<br />
<li>15t [[Armor]]<br />
</ul><br />
<br />
| Price F = 101 750<br />
| ArmorT F = 73 145<br />
| Engine F = Hermes 270 XL<br />
| Weapons F = <ul><br />
<li>2x [[ERLL]]<br />
<li>4x [[UAC5]]<br />
<li>2x [[TBolt5]]<br />
</ul><br />
| Equip F = <ul><br />
<li>[[EOptics]]<br />
<li>[[GECM]]<br />
<li>[[BAP]]<br />
<li>2 [[DHS]]<br />
<li>4 [[free tons]]<br />
<li>15t [[Armor]]<br />
</ul><br />
<br />
| Price G = 104 500<br />
| ArmorT G = 69 562<br />
| Engine G = Hermes 270 XL<br />
| Weapons G = <ul><br />
<li>4x [[LAC5]]<br />
<li>2x [[LL]]<br />
<li>2x [[LRM20]]<br />
</ul><br />
| Equip G = <ul><br />
<li>[[EOptics]]<br />
<li>[[GECM]]<br />
<li>4 [[DHS]]<br />
<li>4 [[free tons]]<br />
<li>15t [[Armor]]<br />
</ul><br />
<br />
| Armor H = 2760<br />
| Armor CT = 11248<br />
| Armor LRT = 9466<br />
| Armor B = 6125<br />
| Armor LRA = 5290<br />
| Armor INT = 5078<br />
| Armor LRL = 8464<br />
<br />
| Version153 = 0.15.3<br />
}}<br />
<br />
The '''Mauler''' is an [[Inner Sphere]] [[Assault Mech]], normally specialized as a long-range fire support. While having least [[armor]] in its class and being one of the slowest Mechs, the Mauler is relatively cheap and packs tremendous firepower, allowing it to quickly disable or destroy almost any opponent. Like other Assault Mechs, the Mauler suffers from extremely slow speed, leaving it vulnerable to attacks by more agile foes, so it should rarely be deployed on the front lines, but if it must be, wise pilots would do so with an escort of lighter Mechs to provide support against speedier assets as well as to distract foes so the Mauler can unleash its firepower without being destroyed first. The Mauler does enjoy some of the faster turn speeds, wider torso [[yaw]], higher torso [[pitch]], and only slight speed loss (-26%) when in reverse when compared with similarly sized Mechs (-53% for the [[Atlas]]).<br />
<br />
<br />
==Roles and Gameplay Hints==<br />
===Prime===<br />
The Mauler Prime is the cheapest Mauler variant, but is no less of a threat. Armed with 2 [[LRM15]]'s and 2 [[ERLL]]'s, the Prime variant packs a powerful and accurate long-range attack capable of disabling or destroying any targets it can find. 4 [[UAC2]]'s give it a fearsome backup array of weapons, capable of shredding lighter Mechs and [[Vehicles]], as well as giving the Mauler Prime limited anti aircraft capabilities. [[Eoptics]] allows it to accurately target and engage long range foes. 4 [[free tons]] of ammo are best used for the long range missile launchers as they will run out far more quickly than the UAC2s. Though packing quite a long range punch, the Mauler Prime only has average heat management - four [[DHS|double heat sinks]] can somewhat manage the combined heat from the ERLL and ultra autocannons.<br />
<br />
===Variant A - ''"Yamato"''===<br />
Emphasized for longer range assault with somewhat meager close range defense, the Mauler A carries an array of very powerful weapons. Under the radar concealment of [[GECM]], the Yamato will initially surprise many foes with a massive opening volley of 40 missiles from its two [[LRM20]]s while also being hit by accurately fired high speed [[Gauss]] slugs aided by [[eoptics]]. Enemy mechs that try to close the distance under 650m will only get hit by staggering blasts from the rare [[HPPC|Heavy PPC]] that does twice the damage of a regular PPC. Backup weapons are dual [[SXPL|small X-pulse lasers]] and twin [[ERSL|ER small lasers]] that will give some protection against [[Battle Armor]], along with its [[B-Pod]]. 3 [[free tons]] of ammo give each ammo dependent weapon a reload, ensuring longer time on the contested battlefield. The 4 [[DHS|double heat sinks]] are not enough for continuous weaponry firing, so mechwarriors will have to keep a careful eye on the heat levels. The Mauler A's fearsome long range alphastrike can heavily damage even the toughest assaults in only two volleys while being able to core anything lighter.<br />
<br />
===Variant B===<br />
In order to conserve [[heat]], the Mauler B forgoes the usual [[ERLL]]s in favor of 4 [[LL]]s which, combined with two [[PPC]]s, places the majority of the Mauler B's firepower solidly focused at 700m. It can still can reach targets up to 1000m with a pair of [[LRM10]]s. The damage dealt at that range will antagonize shorter-ranged enemies into coming in closer. Once they do, the B's dual PPCs can be brought to bear on them, blasting them with [[screen shake]] making it more difficult for them to return fire. During that time, the B can unleash a barrage of pinpoint laser strikes from its four [[LL|Long Range Lasers]]. Despite having 11 [[DHS]], the B struggles with heat. Even on relatively cool [[map]]s, the B can't [[alpha strike]], and even when using [[chain fire]], it requires [[coolant]]. Because of this, even though the B's weapons are mostly energy-based and it requires little ammo to operate effectively, the B benefits from maps with high [[logistics|logistical]] support in order to refuel its coolant. On colder maps and maps with easy access to [[water]], the B has much more staying power.<br />
<br />
===Variant C - ''"Broadside"''===<br />
The C variant, popularly known as ''Broadside'', deviates from the standard long-range fire support role emphasized in the other variants and focuses on close-range fire with a multitude of ammo dependent weaponry. Armed with a rapid firing [[UAC20]], a shotgun [[LBX20]], a heavy hitting [[MRM30]] and backed up by no less than 5 short range missile launchers (4 [[SRM2]]s, 1 [[SRM6]]) the Mauler C has incredible firepower, on par with that of much more expensive Assault Mechs, making it capable of quickly and easily destroying [[Light Mechs]], and will cause severe damage to anything that survives the the initial barrage. Unfortunately, this dizzying array of different weaponry all require different target leading due to distinct shell speeds, making it difficult to successfully alphastrike all but the slowest mechs. Also, the two free tons of ammo provide insufficient ammo for all of the ''Broadside's'' weapons, causing some of its weapons to run dry earlier than expected. As it lacks any long range weapons, defensive equipment and moves at a slow pace, mechwarriors should never find themselves on the open battlefield alone. Going into battle with a teammate that can provide electronic warfare will help its survivability.<br />
<br />
===Variant D===<br />
The D variant is a hard hitting close to mid-ranged mech. The dual [[PPC]]s allow it to mash enemies from afar, while the dual MRM-40s pound anything that dares to approach it. Quad [[X-Pulse_Lasers|small x-pulse lasers]] protect it from [[Battle Armor]] and fast mechs. The mech's 7 [[DHS]] struggle to handle the combined heat for its weapons load, making it overheat if the mechwarrior doesn't watch it. Its been blessed with an extra armor, making it considerably tougher than the other variants which can catch opponents off guard. 2 [[free tons]] of ammo help this slow mech stay in the midst of battle for a while.<br />
<br />
===Variant E - ''"Rain Rain"''===<br />
An extreme range combatant, the Mauler E sacrifices all close range firepower for maximum poking potential. A [[Light Gauss]] and 4 [[AC2]] allow it to continuously annoy targets from beyond traditional weapon range, while its [[ERPPC]] and twin [[ELRM15]] allow it to inflict real damage. It'll do all this under the radar cover of [[GECM]], immensely frustrating enemies as they get hit by shots they can't even acquire visually or electronically. 5 [[free tons]] are available for spare ammo; pilots are recommended to dedicate most of it to the hungry ELRM launchers.<br />
<br />
===Variant F - ''"Great Fox"''===<br />
The Mauler F is the bigger, meaner, and uglier brother to the [[Rifleman#Variant A|Rifleman A]], carrying four [[UAC5]] as its primary armament. Two [[ERLL]] give it precision long-range damage, and twin [[Tbolt5]] give it some minor screen-shake power. It carries both [[BAP]] and [[GECM]] allow it to slink about, and 4 [[free tons]] are available for ammo. As with the Rifleman, it is best suited to sitting at its max range, stripping off enemy limbs.<br />
<br />
===Variant G===<br />
{{fluff}}<br />
The Inner Sphere's ultimate open-range combatant, the Mauler G carries withering [[direct fire|direct]] and [[indirect fire|indirect]] firepower at an exceptionally cheap price. Its primary armaments are a pair of arm-mounted long-ranged (950m) [[HVAC10]] and two shoulder-mounted [[LRM15]] launchers. Four torso-mounted [[ERML]] provide close to mid-range point defense. Four [[free tons]] are available for spare ammo. The Mauler G shines in open terrain, where it can endlessly pour screen-shaking high velocity autocannon shells and missile fire downrange. Mauler pilots should strive to keep the enemy at least 900 meters away, where they can unleash most of its weapons and keep their distance, since G carries only 14.5t of armor. Pilots that find themselves in mid-range engagements, will quickly overheat when using the G's lasers alongside its other weapons.<br />
<br />
==Canon==<br />
Created by Luthien Armor Works in the Draconis Combine, the ''Mauler'' was first seen in 3050. It is actually a complete overhaul of an earlier design, the ''Daboku'', itself adapted from a House Liao design called the ''Linesman'', which was plagued by flaws in every major component. After improving every aspect of the older design, they renamed it with the designation given to it by Davion units during the War of 3039 to avoid the stigma around the ''Daboku''. Everything about the ''Mauler'' is geared towards long range battle; the AC/2s allow for a constant barrage of AutoCannon fire in addition to the long-range reach of it's two LRM launchers.<br />
<br />
Date Introduced 3048 during the Era known as "Late Succession War - Renaissance" (3020 - 3049) - Unit Role: Sniper<br />
<br />
<br>[http://www.sarna.net/wiki/Mauler BattleTech Reference]<br />
<br />
{{Template:Navbox_Assets_IS}}</div>Sabristhttps://wiki.mechlivinglegends.net/index.php?title=Hawkmoth&diff=13411Hawkmoth2022-07-18T21:27:52Z<p>Sabrist: 0.15.3 update</p>
<hr />
<div>{{VTOL|<br />
| Image = File:Hawkmoth.png<br />
| ImageGif = File:Hawkmoth_spin.gif<br />
| Faction = Inner Sphere<br />
| Tickets = 4<br />
| Tier = 4<br />
| Tonnage = 25<br />
| Speed = 198<br />
<br />
| Price Prime = 47 500 <br />
| ArmorT Prime = 16 375<br />
| Engine Prime = Michaelson 60 I.C.E.<br />
| Weapons Prime = <ul><br />
<li>1x [[LtGauss]]<br />
<li>4x [[MG]]<br />
</ul><br />
| Equip Prime = <ul><br />
<li>[[EOptics]]<br />
<li>[[BAP]]<br />
<li>0 [[DHS]]<br />
<li>2 [[free tons]]<br />
<li>4.5t [[Armor]]<br />
</ul><br />
<br />
| Price A = 44 500<br />
| ArmorT A = 17 684<br />
| Engine A = Michaelson 60 I.C.E<br />
| Weapons A = <ul><br />
<li>2x [[SL|Air SL]]<br />
<li>2x [[ML|Air ML]]<br />
<li>2x [[MRM10|Air MRM10]]<br />
</ul><br />
| Equip A = <ul><br />
<li>1 [[DHS]]<br />
<li>0 [[free tons]]<br />
<li>5t [[Armor]]<br />
</ul><br />
<br />
| Price B = 44 900<br />
| ArmorT B= 16 375<br />
| Engine B = Michaelson 60 I.C.E<br />
| Weapons B = <ul><br />
<li>1x [[MXPL|Air MXPL]]<br />
<li>5x [[HMG]]<br />
<li>1x [[SSRM4]]<br />
</ul><br />
| Equip B = <ul><br />
<li>1 [[DHS]]<br />
<li>0 [[free tons]]<br />
<li>4.5t [[Armor]]<br />
</ul><br />
<br />
| Price C = 53 500 <br />
| ArmorT C = 15 065<br />
| Engine C = Michaelson 60 I.C.E<br />
| Weapons C = <ul><br />
<li>1x [[LPL|Air LPL]]<br />
<li>2x [[Thunderbolt|TBolt5]]<br />
</ul><br />
| Equip C = <ul><br />
<li>[[EOptics]]<br />
<li>2 [[DHS]]<br />
<li>0 [[free tons]]<br />
<li>4.5t [[Armor]]<br />
</ul><br />
<br />
| Price D = 47 000<br />
| ArmorT D = 17 684<br />
| Engine D = Michaelson 60 I.C.E<br />
| Weapons D = <ul><br />
<li>2x [[LPPC]]<br />
<li>2x [[SRM6|Air SRM6]]<br />
</ul><br />
| Equip D = <ul><br />
<li>0 [[DHS]]<br />
<li>0 [[free tons]]<br />
<li>5t [[Armor]]<br />
</ul><br />
<br />
| Price E = 51 800<br />
| ArmorT E = 15 065<br />
| Engine E = Michaelson 60 I.C.E<br />
| Weapons E = <ul><br />
<li>2x [[SSRM6]]<br />
<li>3x [[SPL|Air SPL]]<br />
</ul><br />
| Equip E = <ul><br />
<li>0 [[DHS]]<br />
<li>2 [[free tons]]<br />
<li>4.5t [[Armor]]<br />
</ul><br />
<br />
| Price F = 63 000<br />
| ArmorT F = 16 375<br />
| Engine F = Michaelson 60 I.C.E<br />
| Weapons F = <ul><br />
<li>3x [[MG]]<br />
<li>1x [[iNARC]]<br />
<li>1x [[TAG]]<br />
</ul><br />
| Equip F = <ul><br />
<li>[[EOptics]]<br />
<li>[[BHP]]<br />
<li>[[GECM|VTOL GECM]]<br />
<li>[[C3]]<br />
<li>0 [[DHS]]<br />
<li>2 [[free ton]]<br />
<li>4.5t [[Armor]]<br />
</ul><br />
<br />
| Price G = 53 100<br />
| ArmorT G = 16 375<br />
| Engine G = Michaelson 60 I.C.E<br />
| Weapons G = <ul><br />
<li>1x [[RAC5|VTOL RAC5]]<br />
<li>4x [[ERSL|Air ERSL]]<br />
<li>1x [[ML|Air ML]]<br />
</ul><br />
| Equip G = <ul><br />
<li>[[EOptics]]<br />
<li>0 [[DHS]]<br />
<li>3 [[free tons]]<br />
<li>4.5t [[Armor]]<br />
</ul><br />
<br />
| Armor B = 7185<br />
| Armor LRW = 2591<br />
| Armor E = 2004<br />
| Armor T = 2004<br />
<br />
| Version153 = 0.15.3<br />
}}<br />
<br />
The '''Hawkmoth''' is a light [[VTOL]] available to the [[Inner Sphere]]. Its light armor and high mobility allow it to skirt above and around the battlefield, tackling objectives and finishing off stragglers. The greatest weaknesses of the Hawkmoth is its lackluster damage potential and fragility, both comparable to a light hovertank.<br />
Because of the unique flying capabilities of VTOLs, pilots should be looking for targets of opportunity, back-capping and relaying enemy ground troop movements.<br />
<br />
<br />
==Roles and Gameplay Hints==<br />
===Prime===<br />
A long-range sniper variant. Probably most suitable for typical gunship duty - it can pop-up from behind cover at extreme range, fire a single damaging projectile, then hide before the enemy manages to return fire. When near the front line poking the enemy to distract them is a sound tactic. The greatest problem of this variant is lack of damage potential. While the [[LtGauss]] has incredible range, it also has a poor damage profile, meaning that this unit should prey on the wounded and focus fire on units that are retreating from the front-line for repairs while relaying Intel of the opposing units. Housing 16 shots per ton, the Hawkmoth Prime comes with two [[free tons|Free Tons]] bring the total shot capability to 48. Four [[MG]] spray a hail of bullets etching away armor. Equipped with [[EOptics]] and [[BAP]] aid it in it's search for prey and enemy movement.<br />
<br />
===Variant A===<br />
The A has a devastating combination of two [[MRM10]] to batter and soften targets, and a complement of [[SL|Small]] and [[ML|Medium Lasers]] to finish ablated components off. This variant boasts both the highest DPS and burst potential of the Hawkmoth family, but quickly loses steam around beyond 500m, and is useless beyond 650m. The effective VTOL pilot will use this variant to harass the enemy- punish 'mechs that attempt to focus you with a few easily slung salvo of [[MRM10]] before drifting behind cover- and quickly obliterate any 'mech that makes the mistake of ignoring this flying powerhouse. An extra half-ton of [[armor]] will grant you a hair more staying power over the other Hawkmoth variants, but not enough to forgo careful flying- at the end of the day even 5 tons of armor will vanish under a heavy mech's sneeze.<br />
<br />
===Variant B===<br />
The Hawkmoth B is the de facto mid-range Hawkmoth. One of the highest DPS of the Hawkmoth family, 2 [[X-Pulse_Lasers|Air MXPL]] and a dizzying 5 [[HMG]] plus a single [[SSRM4]] can ablate through any enemy with ease. This profound damage is only recognized by the best pilots, however - as it requires you juggle both holding your aim on target AND flying safely - not just to avoid terrain, but enemy fire. Easier said than done with the painfully short ranged 350m HMG, which mean you need to choose your prey carefully since any commitment needs to be a full commitment - [[armor|4.5 tons of armor]] don't offer much wiggle room for mistakes.<br />
<br />
===Variant C===<br />
The C variant replaces the standard [[Light Gauss|LGauss]] with a [[LPL|Air Large Pulse Laser]] and [[MG|MGs]] for a dual [[Thunderbolt|Thunderbolt 5]] launcher, trading direct-fire capacity for more damage and some limited fire support capabilities. The [[EOptics]] extends it's abilty to select targets. Where the Prime has some capacity for Anti-Air capabilities with its easy to aim [[LtGauss]], the C must maintain sustained contact for the Air Larger Pulse Laser to perform there intended task. The [[Thunderbolt|Thunderbolt 5]] offers considerable screenshake that can make an already well-piloted VTOL even harder to hit.<br />
<br />
===Variant D===<br />
The Hawkmoth D sports the second-highest burst potential of the Hawkmoth family. The additional 1/2 ton of [[Armor]] increases it's survivability . Its dual [[LPPC]]s provides a relatively strong mid-range punch the equivalent of a standard PPC as an Alpha hit or Chain-fired to keep your foe off balance. Backed by a pair of Air [[SRM6]] racks with zero min range out to 498 meters. An effective pilot will use this Variant to support in a brawl, Chain-firing its salvo of screen-shaking projectiles to tip any 'mech encounter in your teams favor - or, bobbing and weaving behind terrain and buildings, delivering nasty Alpha Strikes between cover.<br />
<br />
===Variant E===<br />
This variant of the Hawkmoth's three [[SPL|Air Small Pulse Lasers]] and two [[SSRM6|Air Streak Short Range Missiles 6]] allowing for a good general-purpose VTOL. Compared to the other variants, it's the middle-ground in terms of both DPS and burst potential. The quick-fire [[SPL|Air Small Pulse Laser]] offers punishment against enemy aerospace and in conjunction with quickly-reloading [[SSRM6|Air SSRM6]] and two [[free tons|Free Tons]], it can focus down components of ground assets with a steady hand. Being equipped with a cool [[IS]] engineered [[SPL|Air SPL]] means that this variant will shine brighter in hot climates where its [[Donar]] cousin with a [[Clan]] engineered [[LPL]] will be overheating.<br />
<br />
===Variant F - ''"Evil Eye"''===<br />
Effectively a flying [[Raven]] Prime, the Hawkmoth F carries the same [[NARC|iNARC]] 900-meter system plus [[TAG]] for painting targets a 1350m for missile attacks. The F also carries [[BHP]] which boosts detection range by 400m and improves [[lock on]] time, [[C3]] that distributes [[Radar]] readings to any teammates in range, and defensive [[GECM|Vtol GECM]] that increases the time it takes for an enemy to achieve [[lock on|target lock]] while reducing your signature to 500m. This variant can be used on any map for Intelligence Recon and Targeting - and is a must-have for [[Gameplay_Tactics#LRM_Camping|teams built around long range missiles]]. The F is primarily a support and intel asset - and only carries three [[MG]]s. They can, in a pinch, finish off a low enemy or inattentive battle-armor .. but otherwise won't be able to stand toe-to-toe against anything else on the field.<br />
<br />
===Variant G===<br />
{{fluff}}<br />
The Air [[RAC5]] has impressive damage for a VTOL - which can be delivered from 860m out, with a significant punch coming in at 500m with 4 Air [[ERSL]] and an Air [[ML]] - combined, is a blast with more damage than an [[LBX10]] and can be refired nearly twice as fast. Equipped with [[EOptics]] and [[BAP]] aid it in it's search for prey and enemy movement. The RAC5 is easiest to land on larger, slower targets, which should be a priority considering that maintaining a bead will severely affect your maneuverability. 3 [[free tons|Free Tons]] should be topped up at every opportunity to take full advantage of your powerful [[RAC5]] which is likely to chew through multiple tons of ammo per engagement.<br />
<br />
<br />
==Trivia==<br />
[[File:HawkmothD.jpg|300px|left|thumb|Hawkmoth D visualized by Pytak]]<br />
Up until version 0.7.0 there was no Hawkmoth D available ingame, because the name was considered "reserved" for an imaginary asset.<br />
The '''Hawkmoth D''' was a variant set up by KingLeerUK, one of the MWLL team's Lead Developers. The proposed configuration was 4 [[Long Tom Artillery|Long Tom]], 6 [[HGauss|Heavy Gauss]], 8 RAC20, 1 MG with additional 4 [[LAMS]], [[GECM]], [[BHP]] and [[C3]]. [http://www.mechlivinglegends.net/forum/index.php/topic,8250.msg111432.html#msg111432 See original post]. The Hawkmoth D quickly became a common in-joke of the forum community, and is sometimes mentioned in discussions about alternate variants and anything regarding "overkill". There are promotional posters near some spawn points, showing Hawkmoth D advertisements.<br />
<br />
<br />
{{Clear}}<br />
==Canon==<br />
The Hawkmoth is the lighter cousin of the immensely popular Yellow Jacket VTOL. Another Michaelson Heavy Industries design, the Hawk Moth was designed around the [[LtGauss|Light Gauss]], just as the Yellow Jacket was around the larger Gauss Rifle. Using the weight saved by the smaller weapon, the Hawk Moth can zip along at up to 130kph and also carries enough ammunition for a prolonged engagement at extreme stand-off range. However, it carries very light armor, and stands very little chance of survival when engaging outside the environment for which it was designed.<br />
<br />
Notable Pilots: Morbo513 - MERC, Poplug - MERC, Alrid - MERC, ISDestroyer - IS, Elf - MERC<br />
<br />
Date Introduced 3060 during the Era known as "Clan Invasion" (3050 - 3061) - Unit Role: Sniper<br />
<br />
[http://www.sarna.net/wiki/Hawk_Moth BattleTech Reference]<br />
<br />
<br />
{{Template:Navbox_Assets_IS}}</div>Sabristhttps://wiki.mechlivinglegends.net/index.php?title=Commando&diff=13410Commando2022-07-18T21:22:28Z<p>Sabrist: 0.15.3 update</p>
<hr />
<div>{{Mech<br />
| Image = File:Commando.png<br />
| ImageGif = File:Commando_spin.gif<br />
| ImageSize = <br />
| Tonnage = 25<br />
| Class = Light<br />
| Faction = Inner Sphere<br />
| Tickets = 2<br />
| Tier = 1<br />
| Speed = 97<br />
| SpeedWithMasc = 136<br />
| Rotation = 220<br />
| PitchStand = -29° to +30°<br />
| PitchCrouch = -30° to +29°<br />
<br />
| Price Prime = 33 300<br />
| ArmorT Prime = 25 901<br />
| Engine Prime = GM 150 XL<br />
| Weapons Prime = <ul><br />
<li>1x [[SRM6]]<br />
<li>2x [[SRM2]]<br />
<li>1x [[ML]]<br />
<li>2x [[ERSL]]<br />
</ul><br />
| Equip Prime = <ul> <br />
<li>[[iJJ]]<br />
<li>1 [[DHS]]<br />
<li>0 [[free tons]]<br />
<li>5.5t [[Armor]]<br />
</ul><br />
<br />
| Price A = 33 000<br />
| ArmorT A = 25 901<br />
| Engine A = GM 150 XL<br />
| Weapons A = <ul><br />
<li>1x [[LPL]]<br />
<li>6x [[MG]]<br />
</ul><br />
| Equip A = <ul><br />
<li>[[EOptics]]<br />
<li>[[iJJ]]<br />
<li>2 [[DHS]]<br />
<li>0 [[free tons]]<br />
<li>5.5t [[Armor]]<br />
</ul><br />
<br />
| Price B = 34 700<br />
| ArmorT B = 25 901<br />
| Engine B = GM 150 XL<br />
| Weapons B = <ul><br />
<li>2x [[LAC2]]<br />
<li>1x [[UAC5]]<br />
<li>1x [[MXPL]]<br />
<li>2x [[MG]]<br />
</ul><br />
| Equip B = <ul><br />
<li>[[EOptics]]<br />
<li>[[iJJ]]<br />
<li>0 [[DHS]]<br />
<li>0 [[free tons]]<br />
<li>5.5t [[Armor]]<br />
</ul><br />
<br />
| Price C = 33 400<br />
| ArmorT C = 25 901<br />
| Engine C = GM 150 XL<br />
| Weapons C = <ul><br />
<li>1x [[SSRM4]]<br />
<li>6x [[SXPL]]<br />
</ul><br />
| Equip C = <ul><br />
<li>2 [[DHS]]<br />
<li>0 [[free ton]]s<br />
<li>5.5t [[Armor]]<br />
</ul><br />
<br />
| Price D = 35 800<br />
| ArmorT D = 25 903<br />
| Engine D = GM 150 XL<br />
| Weapons D = <ul><br />
<li>1x [[MRM10]]<br />
<li>2x [[HMG]]<br />
<li>2x [[MPL]]<br />
<li>2x [[SL]]<br />
</ul><br />
| Equip D = <ul><br />
<li>[[EOptics]]<br />
<li>[[JJ]]<br />
<li>0 [[DHS]]<br />
<li>0 [[free tons]]<br />
<li>5.5t [[Armor]]<br />
</ul><br />
<br />
| Price E = 34 900<br />
| ArmorT E = 25 901<br />
| Engine E = GM 150 XL<br />
| Weapons E = <ul><br />
<li>1x [[SRM4]]<br />
<li>2x [[LPPC]]<br />
<li>2x [[ERSL]]<br />
</ul><br />
| Equip E = <ul><br />
<li>[[EOptics]]<br />
<li>[[iJJ]]<br />
<li>1 [[DHS]]<br />
<li>0 [[free tons]]<br />
<li>5.5t [[Armor]]<br />
</ul><br />
<br />
| Price F = 30 500<br />
| ArmorT F = 25 901<br />
| Engine F = GM 150 XL<br />
| Weapons F = <ul><br />
<li>1x [[TBolt10]]<br />
<li>6x [[SL]]<br />
</ul><br />
| Equip F = <ul><br />
<li>[[iJJ]]<br />
<li>1 [[DHS]]<br />
<li>1 [[free ton]]<br />
<li>5.5t [[Armor]]<br />
</ul><br />
<br />
| Price G = 23 500<br />
| ArmorT G = 25 901<br />
| Engine G = GM 150 XL<br />
| Weapons G = <ul><br />
<li>1x [[LL]]<br />
<li>2x [[ML]]<br />
<li>2x [[SL]]<br />
</ul><br />
| Equip G = <ul><br />
<li>[[EOptics]]<br />
<li>[[MASC]]<br />
<li>2 [[DHS]]<br />
<li>0 [[free tons]]<br />
<li>5.5t [[Armor]]<br />
</ul><br />
<br />
| Armor H = 1380<br />
| Armor CT = 3538<br />
| Armor LRT = 2229 <br />
| Armor B = 2123<br />
| Armor LRA = 2282<br />
| Armor INT = 3008<br />
| Armor LRL = 1805<br />
<br />
| Version153 = 0.15.3<br />
}}<br />
<br />
The Commando a 600-year-old humanoid-type design, despite being the most lightweight [[IS]] mech, the '''Commando''' can be surprisingly tanky due to its small figure and hitboxes. Having the lowest possible [[tier]] helps gathering [[Cbills]] by damaging higher tier assets. All Commando variants are available for the starting [[rank]].<br />
<br />
<br />
==Roles and Gameplay Hints==<br />
===Prime===<br />
{{fluff}}<br />
{{Starter}}<br />
A striker and an ample one, this variant carries the highest Alpha Strike of all the Commando Variants, and can even start delivery of its high DPS at 500m with its single [[ML]]. It's closer range [[ERSL]] and [[SRM]] pack quite a punch for its weight class, and considering this punch can skim across the battlefield at 97kph and has [[Jump Jets]].. well, it is the ''Prime'', after all. Despite your [[SRM6]] and [[SRM2]] being different launcher sizes, their reload times are the same, and not too far off from the [[ERSL]] and [[ML]], so you won't be sacrificing much in terms of damage by judicious torso twisting between your Alpha Strikes- you do only have 5.5 tons of [[Armor]] between you and a smoldering pile of Prime Slag.<br />
<br />
===Variant A===<br />
{{Starter}}<br />
This variant rewards a steady hand and expert aim - the startling six [[Machine Gun]]s and the [[LPL|Large pulse laser]] can make quick work of any component that rests under your reticle of an unaware target. While your armament may be tempting to try and snipe with, the maximum damage potential is realized below 400m; where the [[Machine guns]] can deal their maximum damage. The [[iJJ|improved jump jets]] are a welcome boon on the Commando's relatively slow chassis, and should be leveraged at every opportunity to make sure this mech and its ample damage are always where your enemies want least.<br />
<br />
===Variant B===<br />
{{fluff}}<br />
{{Starter}}<br />
Disruption. The [[LPPC]] will both shake the opponent and strip its night vision for a while, reducing their ability to return precision fire. The [[TBolt5]] will, again, shake the receiver, and that's two shakes and damage spilled all over many components. The 2 [[MG]]s, can actually be coupled with the [[AC5]], if the target is close enough (300m) the lead will be usually close enough for both weapons to hit, outside of that range, the MG's free bullets will be out of optimum range anyway. No c-bills are wasted.<br><br />
If the target is a slow or stationary object, one can manage all weapons will hit it at once - quite a nasty surprise if the unsuspecting victim was caught at night as it just lost its night vision too.<br><br />
If things turn for the worse, remember to use your [[iJJ]] to help bring you out of harms way.<br />
<br />
===Variant C===<br />
{{Starter}}<br />
Surgeon assistant - this unit's highly precise [[SXPL]] battery will make short business of arms and externals not shielded in time. The guided [[SSRM4]] launcher, if fired in active radar mode will save the pilot the worry of aiming or leading the target while providing some cool down time for the two [[DHS]] to dissipate the excess [[SXPL]] heat buildup. Having no motion augmenting equipment, the pilot of this unit is advised to take the utmost care and keep an accurate oversight of the situation, since no returning fire will go past the 350m of the missile launcher, nor 300m of the laser battery.<br><br />
Still, falling victim of the suddenly changed situation will not cost your team too many tickets, while the damage dealt against any considerably bigger targets will quite rack up your funds due to the favorable [[tier]] offset this unit's nature provides.<br />
<br />
===Variant D - ''"RealToughGuy"''===<br />
{{Starter}}<br />
Toughened up compared to its other siblings, this unit might be the late join cheap trick! The skirmish ranged [[MRM10]] launcher will most certainly be used for opening blows, as the Target passes the 400m line the [[MPL]] pair better be exploiting the weakened limbs in the hope of severing them on time. At the 300 mark 2 [[SL|Small Lasers]] come into play. Past the 200m the [[HMGun]] pair will come to fully bear, either pointed at the weaker torso, more easy to hit, or the wounded arm in hopes to destroy it before it dishes too much damage upon us.<br />
Using The [[EOptics|Enhanced optics]] is highly advised in this scenario, as is damage mitigation by twisting / denying line of sight to our damaged components for the while weapons reload or the Mech cools down being absent of any additional [[DHS]]. Use the [[JJ]] for jump snipping or getting out of the way.<br />
<br />
===Variant E - ''"Enoch"''===<br />
{{Starter}}<br />
Yet another striker like asset. Returning fire past 400m out just won't work, and returning past 350m is only lended by the two modest [[ERSL]]. The majority of this units sting comes from the [[LPPC]] pair, which is no surprise, and the needed additional punch from the reliable [[SRM4]]. Both these weapon types deliver maximal screen shake in chain-fire mode, denying the enemy of accurate return fire and disabling their night vision. Further frustrate enemies by dodging with the liberal use of the Enoch's [[iJJ|Improved JumpJets]].<br> <br />
Highly affordable, decently armored and of reliable firepower, this unit is an excellent companion to many a mech pilot.<br />
<br />
===Variant F===<br />
{{fluff}}<br />
{{Starter}}<br />
The Commando F is an inexpensive [[support|support asset]]. While the F doesn't have any sort of enhanced [[radar|radar equipment]], it can easily designate targets with its [[NARC|NARC launcher]]. When it comes to weapons, the F sacrifices the medium to long range direct fire, that many other Commandos have, for a massive [[TBolt10| Thunderbolt 10 launcher]]. This launcher, as well as the NARC, are safely nestled within the F's torso, protecting them from being cut off. Because of the NARC and the F's [[JJ|Jump Jets]], it can more quickly acquire its own targets. They also give the F an increased, although still very limited, ability to [[flick]] its thunderbolt missiles. As backup weapons, the F only has 4 [[SL|Small Lasers]]. The F is not a front line [[brawler]] and is best used when allies are using missiles, typically in the mid- to late-game.<br />
<br />
===Variant G===<br />
{{Starter}}<br />
The Commando G is a pinpoint accurate [[skirmisher]] and [[brawler]]. It is also capable of acting as a [[backcapper]] by using its [[MASC]] to quickly move from [[base]] to base. Players are advised to carefully watch their [[heat]] and to use [[coolant]] when necessary as the G's [[weapon loadout]] is exclusively [[energy weapons|energy-based]] and it's MASC competes with those weapons for heat capacity. Players can effectively utilize the G in combat through two main tactics. The first is to maximize [[DPS]], to do this, keep all weapons split between three [[weapon groups|groups]] and continually fire these weapons while [[staring]] at the enemy. The second, is to [[alpha strike]], then [[damage spread]] while the G's weapons are recharging. The downside to the second tactic is that the G will [[heat|cool]] less efficiently and have a lower DPS. For skirmishing, the G can [[poke]] out to 600m with its [[LL]] and 500m with its two [[ML]]s. In this capacity, mechs like the [[Owens#Variant G|Owens G]] often perform better. The Commando G makes up for this by being a better brawler, thanks to its two [[SL]]s, and by having a better [[tier]].<br />
<br />
==History==<br />
The Commando was originally a ''canceled'' [[Inner Sphere]] [[Light Mech]], under development by Wandering Samurai Studios. It was announced as planned even before the 0.1.0 release, but no renders or images were ever released. It was unknown when and if it was still being developed until it was officially announced canceled on November 1st in 2012.<br />
<br />
With version 0.11.0, the Commando was confirmed for release and finally saw the light of day.<br />
<br />
<br />
==Canon==<br />
Coventry Defense Conglomerate produced the Commando as one of the Commonwealth's first home-grown entries into the newly created industry of BattleMech design and manufacture.<br />
By the time of the [[Clans|Clan]] Invasion (3050–3061), this renaissance man, the 'Commando' had gone through many versions & was a nearly 600-year-old design for an early reconnaissance 'Mech. Despite its age, it was still an impressive unit with its [[SRM6]] and [[SRM4]] missile launchers supported by a single [[ML|Medium Laser]]. With 4 tons of armor (a half-ton less than the [[Raven]]), it could run up to 97 km/h. One of the first Mechs designed for Reconnaissance, then upgraded to Stricker. Variants of the Commando were created even after the invasion, proving the success and popularity of this design.<br />
<br />
Date Introduced 2463 during the Era known as "Age of War" (2005 - 2570) - Unit Role: Reconnaissance, then in 2486 upgraded to Striker<br />
<br />
[http://www.sarna.net/wiki/Commando BattleTech Reference]<br />
<br />
{{Template:Navbox Assets IS}}</div>Sabristhttps://wiki.mechlivinglegends.net/index.php?title=Chevalier&diff=13409Chevalier2022-07-18T21:20:08Z<p>Sabrist: </p>
<hr />
<div>{{Vehicle|<br />
| Image = File:Chevalier.png<br />
| ImageGif = File:Chevalier_spin.gif<br />
| Class = Tank<br />
| Faction = Inner Sphere<br />
| Tickets = 2<br />
| Tier = 2<br />
| Tonnage = 35<br />
| Speed = 96<br />
| BoostSpeed = 111<br />
| Rotation = 360<br />
| Pitch = -12° to +40°<br />
<br />
| Price Prime = 41 700<br />
| ArmorT Prime = 30 400<br />
| Engine Prime = RT 190 <br />
| Weapons Prime = <ul><br />
<li>1x [[Blazer]]<br />
<li>1x [[SSRM6]]<br />
</ul><br />
| Equip Prime = <ul><br />
<li>2 [[HS]]<br />
<li>1 [[free ton]]<br />
<li>7t [[Armor]]<br />
</ul><br />
<br />
| Price A = 41 300<br />
| ArmorT A = 26 720<br />
| Engine A = RT 190<br />
| Weapons A = <ul><br />
<li>3x [[SXPL]]<br />
<li>1x [[PPC]]<br />
</ul><br />
| Equip A = <ul><br />
<li>[[AECM]]<br />
<li>[[C3]]<br />
<li>4 [[HS]]<br />
<li>0 [[free tons]]<br />
<li>6.5t [[Armor]]<br />
</ul><br />
<br />
| Price B = 49 750<br />
| ArmorT B = 26 720<br />
| Engine B = RT 190<br />
| Weapons B = <ul><br />
<li>2x [[AC2]]<br />
<li>1x [[ERLL]]<br />
<li>1x [[TAG]]<br />
</ul><br />
| Equip B = <ul><br />
<li>[[EOptics]]<br />
<li>[[C3]]<br />
<li>[[BAP]]<br />
<li>[[GECM]]<br />
<li>1 [[HS]]<br />
<li>0 [[free tons]]<br />
<li>6.5t [[Stealth Armor]]<br />
</ul><br />
<br />
| Price C = 35 700<br />
| ArmorT C = 26 720<br />
| Engine C = RT 190<br />
| Weapons C = <ul><br />
<li>1x [[LXPL]]<br />
<li>1x [[UAC5]]<br />
</ul><br />
| Equip C = <ul><br />
<li>[[EOptics]]<br />
<li>3 [[HS]]<br />
<li>1 [[free tons]]<br />
<li>6.5t [[Armor]]<br />
</ul><br />
<br />
| Price D = 42 000<br />
| ArmorT D = 26 720<br />
| Engine D = RT 190<br />
| Weapons D = <ul><br />
<li>1x [[LtGauss]]<br />
<li>1x [[MRM10]]<br />
</ul><br />
| Equip D = <ul><br />
<li>[[EOptics]]<br />
<li>[[GECM]]<br />
<li>1 [[HS]]<br />
<li>1 [[free tons]]<br />
<li>6.5t [[Armor]]<br />
</ul><br />
<br />
| Price E = 41 100<br />
| ArmorT E = 30 400<br />
| Engine E = RT 190<br />
| Weapons E = <ul><br />
<li>3x [[SPL]]<br />
<li>1x [[AC10]]<br />
</ul><br />
| Equip E = <ul><br />
<li> [[EOptics]]<br />
<li> [[GECM]]<br />
<li>1 [[HS]]<br />
<li>1 [[free ton]]<br />
<li>7t [[Armor]]<br />
</ul><br />
<br />
| Price F = 38 400<br />
| ArmorT F = 26 720<br />
| Engine F = RT 190<br />
| Weapons F = <ul><br />
<li>1x [[LBX10]]<br />
<li>1x [[SRM6]]<br />
</ul><br />
| Equip F = <ul><br />
<li> [[EOptics]]<br />
<li>1 [[HS]]<br />
<li>1 [[free tons]]<br />
<li>6.5t [[Armor]]<br />
</ul><br />
<br />
| Price G = 39 800<br />
| ArmorT G = 28 560<br />
| Engine G = RT 190<br />
| Weapons G = <ul><br />
<li>3x [[LBX2]]<br />
<li>1x [[ERPPC]]<br />
</ul><br />
| Equip G = <ul><br />
<li>[[EOptics]]<br />
<li>2 [[HS]]<br />
<li>0 [[free tons]]<br />
<li>6.5t [[Armor]]<br />
</ul><br />
<br />
| Hull = 2800<br />
| Armor T = 5520<br />
| Armor F = 5888<br />
| Armor S = 6256<br />
| Armor B = 3680<br />
<br />
| Version153 = 0.15.3<br />
}}<br />
<br />
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.<br><br />
The Chevalier is very well armored for its speed, though its firepower is light to moderate; sitting somewhere between a [[Harasser]] and an [[Osiris]].<br />
<br />
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.<br />
<br />
<br />
==Roles and Gameplay hints==<br />
<br />
===Prime===<br />
{{Starter}}<br />
{{fluff}}<br />
The Chevalier Prime is an effective multi-ranged asset, continually doing pinpoint damage to opponents with its [[LXPL|large X-pulse laser]] at medium range. The fast firing [[SSRM6]] 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.<br />
<br />
===Variant A===<br />
{{Starter}}<br />
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. Sustained use of both the [[PPC]] and [[SXPL]] will put significant strain on its 4 [[HS|heat sinks]].<br />
<br />
===Variant B===<br />
{{fluff}}<br />
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 - a single [[ERLL|ER Large Laser]] and two [[AC2|Class 2 AutoCannons]] - can harass targets as well, but the most effective use of the B is careful positioning on the battlefield to assist your team in wreaking coordinated havoc on the enemy.<br />
<br />
Note: This asset has both C3 and GECM, meaning there is no benefit to using [[Radar#Passive Radar|passive radar]] except when covered by allied [[AECM]].<br />
<br />
===Variant C===<br />
{{Starter}}<br />
A long range support unit, the C excels at harassing heavier foes with it's [[LXPL|Large X Pulse laser]] and [[UAC5]]. Two [[HS|heat sinks]] allow 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.<br />
<br />
===Variant D===<br />
{{Starter}}<br />
An ultra-long range harasser with [[EOptics]], the Chevalier D will out-range most opponents on the battlefield with it's [[LtGauss]] and do it comfortably while under the radar cover of [[GECM]]. The [[MRM10]] can dump a solid volley out to a maximum of 650 meters if aimed precisely as they are wire guided. The D comes with One [[Free tons | Free ton]] of ammo so load up before you head out.<br />
<br />
===Variant E===<br />
{{Starter}}<br />
A potent early game brawler, the E can punch units out to 600 meters using its [[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 only houses 1 additional [[HS|heatsink]], it does carry a [[Free_tons|spare ton]] for autocannon ammo for combat longevity. [[GECM]] helps it get into range to use the [[SPL]].<br />
<br />
===Variant F===<br />
{{Starter}}<br />
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 even 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.<br />
<br />
===Variant G===<br />
{{Starter}}<br />
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.<br />
<br />
<br />
==Damage Type Modifiers==<br />
<br />
<br />
{| border="1" cellspacing="0" cellpadding="1" class= "wikitable sortable mw-collapsible" style="text-align:center; font-size:13px; margin:auto;"<br />
|- style="text-align:center;"<br />
! style="vertical-align:top; width: 100px;" class="unsortable" rowspan ="2" | <div class="mw-collapsible-toggle" style="color:hotpink; font-size:12px; font-weight:bold; cursor:pointer; float: left; margin-bottom: 0.5em;">[Show/Hide]</div><br><br>'''Damage Type'''<br />
! colspan="10" | '''Armor Type'''<br />
|- style="height:50px;"<br />
! data-sort-type="number" style="width: 100px; color:#e69710;" | '''Front'''<br />
! data-sort-type="number" style="width: 100px; color:#e69710;" | '''Side'''<br />
! data-sort-type="number" style="width: 100px; color:#e69710;" | '''Back'''<br />
! data-sort-type="number" style="width: 100px; color:#e69710;" | '''Turret'''<br />
! data-sort-type="number" style="width: 100px; color:#e69710;" | '''Hull'''<br />
|-<br />
<br />
! style="color:#e69710;" | '''Mgun'''<br />
| 0.7 (0.1)<br />
| 0.7 (0.1)<br />
| 0.7 (0.1)<br />
| 0.7 (0.1)<br />
| 0.7 (0.1)<br />
|-<br />
<br />
! style="color:#e69710;" | '''Light&nbsp;Kinetic'''<br />
| 1.15 (1.0)<br />
| 1.15 (1.0)<br />
| 1.15 (1.0)<br />
| 1.15 (1.0)<br />
| 1.3 (1.0)<br />
|-<br />
<br />
! style="color:#e69710;" | '''Kinetic'''<br />
| 1.0 (1.0)<br />
| 1.0 (1.0)<br />
| 1.0 (1.0)<br />
| 1.0 (1.0)<br />
| 1.0 (1.0)<br />
|-<br />
<br />
! style="color:#e69710;" | '''Heavy&nbsp;Kinetic'''<br />
| 1.0 (1.0)<br />
| 1.0 (1.0)<br />
| 1.0 (1.0)<br />
| 1.0 (1.0)<br />
| 1.0 (1.0)<br />
|-<br />
<br />
! style="color:#e69710;" | '''Kinetic&#8209;air'''<br />
| 1.2 (1.0)<br />
| 1.2 (1.0)<br />
| 1.2 (1.0)<br />
| 1.2 (1.0)<br />
| 1.2 (1.0)<br />
|-<br />
<br />
! style="color:#e69710;" | '''Flak'''<br />
| 1.0 (1.0)<br />
| 1.3 (1.0)<br />
| 1.6 (0)<br />
| 1.15 (1.0)<br />
| 1.0 (1.0)<br />
|-<br />
<br />
! style="color:#e69710;" | '''Missile'''<br />
| 1.0 (1.0)<br />
| 1.0 (1.0)<br />
| 1.0 (1.0)<br />
| 1.0 (1.0)<br />
| 1.0 (1.0)<br />
|-<br />
<br />
! style="color:#e69710;" | '''Frag'''<br />
| 0.05 (0.05)<br />
| 0.5 (0.25)<br />
| 0.05 (0.05)<br />
| 0.05 (0.05)<br />
| 0.05 (0.05)<br />
|-<br />
<br />
! style="color:#e69710;" | '''Energy'''<br />
| 1.0 (0.75)<br />
| 1.0 (0.5)<br />
| 1.0 (0.75)<br />
| 1.0 (0.75)<br />
| 1.0 (0.75)<br />
|-<br />
<br />
! style="color:#e69710;" | '''Energy&#8209;air'''<br />
| 1.0 (1.0)<br />
| 1.0 (1.0)<br />
| 1.0 (1.0)<br />
| 1.0 (1.0)<br />
| 1.0 (1.0)<br />
|-<br />
<br />
! style="color:#e69710;" | '''EMP'''<br />
| 1.0 (1.0)<br />
| 0.025 (0.25)<br />
| 1.0 (1.0)<br />
| 1.0 (1.0)<br />
| 1.0 (1.0)<br />
|-<br />
<br />
! style="color:#e69710;" | '''Flame'''<br />
| 0.01 (0.01)<br />
| 0.01 (0.01)<br />
| 0.01 (0.01)<br />
| 0.01 (0.01)<br />
| 0.01 (0.01)<br />
|-<br />
<br />
! style="color:#e69710;" | '''Collision'''<br />
| 0.05 (0.05)<br />
| 0.05 (0.05)<br />
| 0.05 (0.05)<br />
| 0.05 (0.05)<br />
| 0.05 (0.05)<br />
|-<br />
<br />
|}<br />
<br />
<br />
<br />
==Canon==<br />
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.<br />
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.<br />
<br />
Date Introduced 2690 during the Era known as "Star League" (2571 - 2780) - Unit Role: Striker <br />
<br />
[http://www.sarna.net/wiki/Chevalier Battletech Reference]<br />
<br />
{{Template:Navbox_Assets_IS}}</div>Sabristhttps://wiki.mechlivinglegends.net/index.php?title=Chevalier&diff=13408Chevalier2022-07-18T21:19:36Z<p>Sabrist: 0.15.3 update</p>
<hr />
<div>{{Vehicle|<br />
| Image = File:Chevalier.png<br />
| ImageGif = File:Chevalier_spin.gif<br />
| Class = Tank<br />
| Faction = Inner Sphere<br />
| Tickets = 2<br />
| Tier = 2<br />
| Tonnage = 35<br />
| Speed = 96<br />
| BoostSpeed = 111<br />
| Rotation = 360<br />
| Pitch = -12° to +40°<br />
<br />
| Price Prime = 41 700<br />
| ArmorT Prime = 30 400<br />
| Engine Prime = RT 190 <br />
| Weapons Prime = <ul><br />
<li>1x [[BLazer]]<br />
<li>1x [[SSRM6]]<br />
</ul><br />
| Equip Prime = <ul><br />
<li>2 [[HS]]<br />
<li>1 [[free ton]]<br />
<li>7t [[Armor]]<br />
</ul><br />
<br />
| Price A = 41 300<br />
| ArmorT A = 26 720<br />
| Engine A = RT 190<br />
| Weapons A = <ul><br />
<li>3x [[SXPL]]<br />
<li>1x [[PPC]]<br />
</ul><br />
| Equip A = <ul><br />
<li>[[AECM]]<br />
<li>[[C3]]<br />
<li>4 [[HS]]<br />
<li>0 [[free tons]]<br />
<li>6.5t [[Armor]]<br />
</ul><br />
<br />
| Price B = 49 750<br />
| ArmorT B = 26 720<br />
| Engine B = RT 190<br />
| Weapons B = <ul><br />
<li>2x [[AC2]]<br />
<li>1x [[ERLL]]<br />
<li>1x [[TAG]]<br />
</ul><br />
| Equip B = <ul><br />
<li>[[EOptics]]<br />
<li>[[C3]]<br />
<li>[[BAP]]<br />
<li>[[GECM]]<br />
<li>1 [[HS]]<br />
<li>0 [[free tons]]<br />
<li>6.5t [[Stealth Armor]]<br />
</ul><br />
<br />
| Price C = 35 700<br />
| ArmorT C = 26 720<br />
| Engine C = RT 190<br />
| Weapons C = <ul><br />
<li>1x [[LXPL]]<br />
<li>1x [[UAC5]]<br />
</ul><br />
| Equip C = <ul><br />
<li>[[EOptics]]<br />
<li>3 [[HS]]<br />
<li>1 [[free tons]]<br />
<li>6.5t [[Armor]]<br />
</ul><br />
<br />
| Price D = 42 000<br />
| ArmorT D = 26 720<br />
| Engine D = RT 190<br />
| Weapons D = <ul><br />
<li>1x [[LtGauss]]<br />
<li>1x [[MRM10]]<br />
</ul><br />
| Equip D = <ul><br />
<li>[[EOptics]]<br />
<li>[[GECM]]<br />
<li>1 [[HS]]<br />
<li>1 [[free tons]]<br />
<li>6.5t [[Armor]]<br />
</ul><br />
<br />
| Price E = 41 100<br />
| ArmorT E = 30 400<br />
| Engine E = RT 190<br />
| Weapons E = <ul><br />
<li>3x [[SPL]]<br />
<li>1x [[AC10]]<br />
</ul><br />
| Equip E = <ul><br />
<li> [[EOptics]]<br />
<li> [[GECM]]<br />
<li>1 [[HS]]<br />
<li>1 [[free ton]]<br />
<li>7t [[Armor]]<br />
</ul><br />
<br />
| Price F = 38 400<br />
| ArmorT F = 26 720<br />
| Engine F = RT 190<br />
| Weapons F = <ul><br />
<li>1x [[LBX10]]<br />
<li>1x [[SRM6]]<br />
</ul><br />
| Equip F = <ul><br />
<li> [[EOptics]]<br />
<li>1 [[HS]]<br />
<li>1 [[free tons]]<br />
<li>6.5t [[Armor]]<br />
</ul><br />
<br />
| Price G = 39 800<br />
| ArmorT G = 28 560<br />
| Engine G = RT 190<br />
| Weapons G = <ul><br />
<li>3x [[LBX2]]<br />
<li>1x [[ERPPC]]<br />
</ul><br />
| Equip G = <ul><br />
<li>[[EOptics]]<br />
<li>2 [[HS]]<br />
<li>0 [[free tons]]<br />
<li>6.5t [[Armor]]<br />
</ul><br />
<br />
| Hull = 2800<br />
| Armor T = 5520<br />
| Armor F = 5888<br />
| Armor S = 6256<br />
| Armor B = 3680<br />
<br />
| Version153 = 0.15.3<br />
}}<br />
<br />
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.<br><br />
The Chevalier is very well armored for its speed, though its firepower is light to moderate; sitting somewhere between a [[Harasser]] and an [[Osiris]].<br />
<br />
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.<br />
<br />
<br />
==Roles and Gameplay hints==<br />
<br />
===Prime===<br />
{{Starter}}<br />
{{fluff}}<br />
The Chevalier Prime is an effective multi-ranged asset, continually doing pinpoint damage to opponents with its [[LXPL|large X-pulse laser]] at medium range. The fast firing [[SSRM6]] 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.<br />
<br />
===Variant A===<br />
{{Starter}}<br />
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. Sustained use of both the [[PPC]] and [[SXPL]] will put significant strain on its 4 [[HS|heat sinks]].<br />
<br />
===Variant B===<br />
{{fluff}}<br />
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 - a single [[ERLL|ER Large Laser]] and two [[AC2|Class 2 AutoCannons]] - can harass targets as well, but the most effective use of the B is careful positioning on the battlefield to assist your team in wreaking coordinated havoc on the enemy.<br />
<br />
Note: This asset has both C3 and GECM, meaning there is no benefit to using [[Radar#Passive Radar|passive radar]] except when covered by allied [[AECM]].<br />
<br />
===Variant C===<br />
{{Starter}}<br />
A long range support unit, the C excels at harassing heavier foes with it's [[LXPL|Large X Pulse laser]] and [[UAC5]]. Two [[HS|heat sinks]] allow 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.<br />
<br />
===Variant D===<br />
{{Starter}}<br />
An ultra-long range harasser with [[EOptics]], the Chevalier D will out-range most opponents on the battlefield with it's [[LtGauss]] and do it comfortably while under the radar cover of [[GECM]]. The [[MRM10]] can dump a solid volley out to a maximum of 650 meters if aimed precisely as they are wire guided. The D comes with One [[Free tons | Free ton]] of ammo so load up before you head out.<br />
<br />
===Variant E===<br />
{{Starter}}<br />
A potent early game brawler, the E can punch units out to 600 meters using its [[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 only houses 1 additional [[HS|heatsink]], it does carry a [[Free_tons|spare ton]] for autocannon ammo for combat longevity. [[GECM]] helps it get into range to use the [[SPL]].<br />
<br />
===Variant F===<br />
{{Starter}}<br />
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 even 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.<br />
<br />
===Variant G===<br />
{{Starter}}<br />
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.<br />
<br />
<br />
==Damage Type Modifiers==<br />
<br />
<br />
{| border="1" cellspacing="0" cellpadding="1" class= "wikitable sortable mw-collapsible" style="text-align:center; font-size:13px; margin:auto;"<br />
|- style="text-align:center;"<br />
! style="vertical-align:top; width: 100px;" class="unsortable" rowspan ="2" | <div class="mw-collapsible-toggle" style="color:hotpink; font-size:12px; font-weight:bold; cursor:pointer; float: left; margin-bottom: 0.5em;">[Show/Hide]</div><br><br>'''Damage Type'''<br />
! colspan="10" | '''Armor Type'''<br />
|- style="height:50px;"<br />
! data-sort-type="number" style="width: 100px; color:#e69710;" | '''Front'''<br />
! data-sort-type="number" style="width: 100px; color:#e69710;" | '''Side'''<br />
! data-sort-type="number" style="width: 100px; color:#e69710;" | '''Back'''<br />
! data-sort-type="number" style="width: 100px; color:#e69710;" | '''Turret'''<br />
! data-sort-type="number" style="width: 100px; color:#e69710;" | '''Hull'''<br />
|-<br />
<br />
! style="color:#e69710;" | '''Mgun'''<br />
| 0.7 (0.1)<br />
| 0.7 (0.1)<br />
| 0.7 (0.1)<br />
| 0.7 (0.1)<br />
| 0.7 (0.1)<br />
|-<br />
<br />
! style="color:#e69710;" | '''Light&nbsp;Kinetic'''<br />
| 1.15 (1.0)<br />
| 1.15 (1.0)<br />
| 1.15 (1.0)<br />
| 1.15 (1.0)<br />
| 1.3 (1.0)<br />
|-<br />
<br />
! style="color:#e69710;" | '''Kinetic'''<br />
| 1.0 (1.0)<br />
| 1.0 (1.0)<br />
| 1.0 (1.0)<br />
| 1.0 (1.0)<br />
| 1.0 (1.0)<br />
|-<br />
<br />
! style="color:#e69710;" | '''Heavy&nbsp;Kinetic'''<br />
| 1.0 (1.0)<br />
| 1.0 (1.0)<br />
| 1.0 (1.0)<br />
| 1.0 (1.0)<br />
| 1.0 (1.0)<br />
|-<br />
<br />
! style="color:#e69710;" | '''Kinetic&#8209;air'''<br />
| 1.2 (1.0)<br />
| 1.2 (1.0)<br />
| 1.2 (1.0)<br />
| 1.2 (1.0)<br />
| 1.2 (1.0)<br />
|-<br />
<br />
! style="color:#e69710;" | '''Flak'''<br />
| 1.0 (1.0)<br />
| 1.3 (1.0)<br />
| 1.6 (0)<br />
| 1.15 (1.0)<br />
| 1.0 (1.0)<br />
|-<br />
<br />
! style="color:#e69710;" | '''Missile'''<br />
| 1.0 (1.0)<br />
| 1.0 (1.0)<br />
| 1.0 (1.0)<br />
| 1.0 (1.0)<br />
| 1.0 (1.0)<br />
|-<br />
<br />
! style="color:#e69710;" | '''Frag'''<br />
| 0.05 (0.05)<br />
| 0.5 (0.25)<br />
| 0.05 (0.05)<br />
| 0.05 (0.05)<br />
| 0.05 (0.05)<br />
|-<br />
<br />
! style="color:#e69710;" | '''Energy'''<br />
| 1.0 (0.75)<br />
| 1.0 (0.5)<br />
| 1.0 (0.75)<br />
| 1.0 (0.75)<br />
| 1.0 (0.75)<br />
|-<br />
<br />
! style="color:#e69710;" | '''Energy&#8209;air'''<br />
| 1.0 (1.0)<br />
| 1.0 (1.0)<br />
| 1.0 (1.0)<br />
| 1.0 (1.0)<br />
| 1.0 (1.0)<br />
|-<br />
<br />
! style="color:#e69710;" | '''EMP'''<br />
| 1.0 (1.0)<br />
| 0.025 (0.25)<br />
| 1.0 (1.0)<br />
| 1.0 (1.0)<br />
| 1.0 (1.0)<br />
|-<br />
<br />
! style="color:#e69710;" | '''Flame'''<br />
| 0.01 (0.01)<br />
| 0.01 (0.01)<br />
| 0.01 (0.01)<br />
| 0.01 (0.01)<br />
| 0.01 (0.01)<br />
|-<br />
<br />
! style="color:#e69710;" | '''Collision'''<br />
| 0.05 (0.05)<br />
| 0.05 (0.05)<br />
| 0.05 (0.05)<br />
| 0.05 (0.05)<br />
| 0.05 (0.05)<br />
|-<br />
<br />
|}<br />
<br />
<br />
<br />
==Canon==<br />
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.<br />
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.<br />
<br />
Date Introduced 2690 during the Era known as "Star League" (2571 - 2780) - Unit Role: Striker <br />
<br />
[http://www.sarna.net/wiki/Chevalier Battletech Reference]<br />
<br />
{{Template:Navbox_Assets_IS}}</div>Sabristhttps://wiki.mechlivinglegends.net/index.php?title=Argus&diff=13407Argus2022-07-18T21:17:42Z<p>Sabrist: 0.15.3 update</p>
<hr />
<div>{{Mech<br />
| Image = File:Argus.png<br />
| ImageGif = File:Argus_spin.gif<br />
| Tonnage = 60<br />
| Class = Heavy<br />
| Faction = Inner Sphere<br />
| Tickets = 8<br />
| Tier = 11<br />
| Speed = 86<br />
| SpeedWithMasc = 121<br />
| Rotation = 200<br />
| PitchStand = -35° to +45°<br />
| PitchCrouch = -35° to +55°<br />
<br />
| Price Prime = 80 300<br />
| ArmorT Prime = 57 062<br />
| Engine Prime = GM 300 XL<br />
| Weapons Prime = <ul><br />
<li> 1x [[RAC5]]<br />
<li> 3x [[ERSL]]<br />
<li> 2x [[ERML]]<br />
<li> 1x [[LRM15]]<br />
<li> 1x [[NARC]]<br />
<li> 1x [[B-Pod]]<br />
</ul><br />
| Equip Prime = <ul><br />
<li> [[EOptics]]<br />
<li> [[LAMS]]<br />
<li> 2 [[DHS]]<br />
<li> 2 [[free tons]]<br />
<li> 11.5t [[Armor]]<br />
</ul><br />
<br />
| Price A = 74 900<br />
| ArmorT A = 57 062<br />
| Engine A = GM 300 XL<br />
| Weapons A = <ul><br />
<li> 1x [[Gauss]]<br />
<li> 2x [[ERML]]<br />
<li> 2x [[ERSL]]<br />
<li> 1x [[SRM6]]<br />
<li> 1x [[SRM4]]<br />
</ul><br />
| Equip A = <ul><br />
<li> [[EOptics]]<br />
<li> 0 [[DHS]]<br />
<li> 1 [[free tons]]<br />
<li> 11.5t [[Armor]]<br />
</ul><br />
<br />
| Price B = 80 300<br />
| ArmorT B = 57 062<br />
| Engine B = GM 300 XL<br />
| Weapons B = <ul><br />
<li> 1x [[HPPC]]<br />
<li> 4x [[SL]]<br />
<li> 1x [[DSSRM4]]<br />
</ul><br />
| Equip B = <ul><br />
<li> [[EOptics]]<br />
<li> [[MASC]]<br />
<li> 5 [[DHS]]<br />
<li> 1 [[free ton]]<br />
<li> 11.5t [[Armor]]<br />
</ul><br />
<br />
| Price C = 74 500<br />
| ArmorT C = 58 663<br />
| Engine C = GM 300 XL<br />
| Weapons C = <ul><br />
<li> 1x [[MRM40]]<br />
<li> 3x [[MPL]]<br />
<li> 3x [[MG]]<br />
</ul><br />
| Equip C = <ul><br />
<li> [[EOptics]]<br />
<li> [[AECM]]<br />
<li> 4 [[DHS]]<br />
<li> 1 [[free ton]]<br />
<li> 12t [[Armor]]<br />
</ul><br />
<br />
| Price D = 75 400<br />
| ArmorT D = 58 663<br />
| Engine D = GM 300 XL<br />
| Weapons D = <ul><br />
<li> 4x [[LBX2]]<br />
<li> 1x [[Blazer]]<br />
<li> 2x [[SSRM4]]<br />
<li> 1x [[SSRM2]]<br />
<li> 1x [[B-Pod]]<br />
</ul><br />
| Equip D = <ul><br />
<li> [[EOptics]]<br />
<li> 1 [[DHS]]<br />
<li> 0 [[free tons]]<br />
<li> 12t [[Armor]]<br />
</ul><br />
<br />
| Price E = 73 000<br />
| ArmorT E = 57 062<br />
| Engine E = GM 300 XL<br />
| Weapons E = <ul><br />
<li> 3x [[TBolt5]]<br />
<li> 2x [[UAC5]]<br />
<li> 1x [[ERLL]]<br />
</ul><br />
| Equip E = <ul><br />
<li> [[EOptics]]<br />
<li> 0 [[DHS]]<br />
<li> 0 [[free tons]]<br />
<li> 11.5t [[Armor]]<br />
</ul><br />
<br />
| Price F = 72 100<br />
| ArmorT F = 57 062<br />
| Engine F = GM 300 XL<br />
| Weapons F = <ul><br />
<li> 3x [[LRM5]]<br />
<li> 2x [[ERML]]<br />
<li> 1x [[UAC10]]<br />
</ul><br />
| Equip F = <ul><br />
<li> [[EOptics]]<br />
<li> [[GECM]]<br />
<li> 1 [[DHS]]<br />
<li> 1 [[free ton]]<br />
<li> 11.5t [[Armor]]<br />
</ul><br />
<br />
| Price G = 74 300<br />
| ArmorT G = 57 062<br />
| Engine G = GM 300 XL<br />
| Weapons G = <ul><br />
<li> 3x [[SPL]]<br />
<li> 2x [[SRM4]]<br />
<li> 1x [[UAC20]]<br />
</ul><br />
| Equip G = <ul><br />
<li> [[EOptics]]<br />
<li> 3 [[DHS]]<br />
<li> 1 [[free ton]]<br />
<li> 11.5t [[Armor]]<br />
</ul><br />
<br />
| Armor H = 2760<br />
| Armor CT = 8546<br />
| Armor LRT = 5235<br />
| Armor B = 5128<br />
| Armor LRA = 5235<br />
| Armor INT = 3692<br />
| Armor LRL = 6153<br />
<br />
| Version153 = 0.15.3<br />
}}<br />
<br />
The Argus is an [[Inner Sphere]] [[Heavy Mech]] and was added with the 0.9.0 update. <br />
It ties the [[Rifleman]] as being the lightest IS heavy mech available but, unlike the glass cannon [[Rifleman]], the Argus is a tough mech fielding 11.5 tons of ferro-fibrous armor with formidable weaponry to threaten even heavier mechs. It doesn't skimp on speed either, running at a quick 86 KPH with the B variant sprinting up to 121 KPH. Its chassis has a squat profile with relatively high mounted weapons, allowing it to mostly stay in cover while unleashing its potent firepower. All variants have [[eoptics|enhanced optics]] as standard equipment. The Argus's weapons are typically arm mounted and thus potentially vulnerable from being shot off, so mechwarriors engaged in battle should liberally employ the torso rotation technique between alpha strikes to better spread the damage across the mech. <br />
<br />
<br />
==Roles and Gameplay Hints==<br />
<br />
===Prime===<br />
The Argus prime is a solid mech mounting both short and long range weaponry for a flexible engagement role. The right arm houses the almighty [[RAC5]] as well as 3 [[ERSL|extended range small laser]]s while the left arm mounts a [[LRM15]]. Twin [[ERML|extended range medium lasers]] are mounted in the torso. Three tons of ammo keep the Argus prime on the battlefield for extended combat periods while its [[LAMS|laser anti-missile system]] gives this tough mech even more survivability. Antagonizing an enemy at the long range of 1000m with the LRM15 is effective but the prime really shines at ranges from 600m to 350m, where most of its weapons can be brought to bear save the three [[ERSL]] which will kick in only past 400m. Mechwarriors need to keep a close eye on heat levels as 2 [[DHS|double heat sink]]s are insufficient for a constant barrage.<br><br />
The selling point of this mechs is not so much having an firing solution for ranges 1000m to hug distance, but the fact that it can effectively counter BA with it's direct fire weapons as well with its [[B-Pod]] while packing a heavy punch with it's guided missiles launcher.<br />
<br />
===Variant A===<br />
Sporting a [[Gauss]] to be a sniper or soften up incoming enemies to prepare for a knife fight. At close range the [[SRM6]] & [[SRM4]] launchers provides not only direct/ splash damage but also shakes the opponent out of accurate aim for the time the trusty main weapon reloads. If that time is not enough, the versatile battery of two pairs of [[ERML]] and [[ERSL]] are there to add ''insult to injury''. [[EOptics]] and One [[Free tons]] of ammo for the Gauss. The 'A' is not equipped with extra heatsinks, so keep an eye on your heat.<br />
<br />
===Variant B===<br />
One of the very few mechs that mounts the fearsome [[HPPC|heavy PPC]], the Argus B is built around it. Delivering double damage of a standard PPC, the heavy PPC can rip off arms and externals of lighter mechs in one shot and severely damage heavier mechs that wander within 650m. While the heavy PPC recharges, 4 [[SL|Standard Small Laser]]s allow mechwarriors to further damage appendages and a well placed volley from the dual [[SSRM4]] launcher often finishes the job. Being able to close the distance to its foes at frightening speeds of 121 KPH, the B variant is equipped with [[MASC]] to bring all of its close range weapons into play. With only 5 [[DHS|Double Heatsinks]] dissipating the massive heat spike of an [[Gameplay_Tactics#Alpha_Strike|Alpha strike]], mechwarriors must manage their use of [[MASC]] carefully while chasing down their prey. Firing the heavy PPC, while at high heat, will melt off the player's own armor! A single ton of [[Free ton|free ammo]] is sorely needed for the streak launcher. The B's superior battlefield mobility allows it to capture bases quickly while having the firepower to defend them.<br />
<br />
===Variant C===<br />
This is one of those "Don't Go Alone" 12t armored variants. It has potential of both heavy and pin point damage, but neither are appealing or awesome. Add to the mix the [[AECM]] suite for protection of teammates - it's a waste to let this asset wade alone in the 31st century battlefield. Having active radar around your allies will often make you the first target that your enemies focus on. Take advantage of the long reload time on the [[MRM40]] and [[twist]] your torso to [[Gameplay_Tactics#Twisting_and_Damage_Spreading|spread the damage out]]. By the time your enemies are close, 400m, the trio of [[MPL|Medium Pulse Lasers]] can open fire, amost indefinitely due to the 4 [[DHS]]. Three [[MG]]s continuously whittle away armor at any distance.<br />
<br />
===Variant D===<br />
{{fluff}}<br />
Another unfocused variant with an apparently disparate array of weapons. The heavy hitting double [[SSRM|SSRM4]]s and single [[SSRM|SSRM2]], compete for its main close up weapon for damage up to 350m away. The trusty [[PPC]] reaches out to respectable 700m indefinitely delivering both severe damage and EMP dismay to its victims. The quartet of [[LBX2|Lubalin Ballistics 2-X AutoCannons]] dishes damage out to no less than 1350m; maybe insufficient to severely damage an armored asset, but certainly enough to discern a sneaking enemy's nick from afar. Other than that, the LBX quad dish out almost as much as an single [[LBX10|LB 10-X]] but at twice the range and almost double the pace. [[B-Pod]] helps dealing with ambushing enemy [[Battle Armor]]. <br><br />
The selling point for this unit is somewhat moot - specialized on opposing ends of the spectrum the unit excels at none. A good buy for particular experts in times of special needs.<br />
<br />
===Variant E===<br />
Highly praised by seasoned players, this unit comes all in a sign of five: a trio of [[Tbolt5|Thunder bolt 5]] class missile launchers, and the pair of the [[UAC5|Ultra 5 auto cannons]] gives this mech the long ranged potential to injure, while the [[ERLL|Extended Range Large Laser]] rounds it up to an ever classical 1-2-3 setup. The unique [[Tbolt5]] trio makes this a very special asset. Being an [[Solaris_Arena|Solaris Arena]] invention, the Thunder bolt takes the best from few weapons while avoiding more of their inhernet flaws. Able to deliver its full damage potential form point blank out to its maximal reach of 6000m, its worth remembering that it only ''locks on'' up to 750m. This and the screen shake makes each of the 3 [[Tbolt5|Thunder bolt 5]] missile launchers an valuable source of retaliation protection, provided they hit the opponent. To maximize this effect it is best to fire them in succession. The only ocasion where they are best fired at once is an opportune [[Gameplay_Tactics#Alpha_Strike|Alpha strike]] moment. The quickly reloading [[UAC5|ultra auto cannons]], being prone to jam as they are, should best be fired in succession of the [[Tbolt5|missile]] launcher - one at a time. The ever so slow [[ERLL| large laser]] is to be fired when ever ready. He who loses count of the core temperature will most certainly find him self in an automatically shut down mech in the height of an raging battle. This is essentially an support mech fully capable to take an occasional brawl.<br><br />
<br />
===Variant F===<br />
Being the cheapest Argus variant, the F comfortably fills in the roll of a missile support mech. Coordinating and timing LRM launches with your teammates can unleash this mechs potential. The rapid chain fire mode of the triple [[LRM5]]s can sucker the enemy's [[LAMS ]] while your teammates heavier LRM volleys get through to wreck havok. Furthermore, it'll do this while being undetected on radar with its [[GECM]] equipment. Backing this up is an [[UAC10]] and two [[ERML]] which both have a 600m range, keeping enemies at bay. The F is no brawler, a wise pilot will know when to disengage and re-position to a better location before being overwhelmed. A single free ton of ammo should be dedicated to the UAC10 as it'll shoot itself dry long before the LRM5 will need reloading. Overall, the F is quite the bargain as its the only Argus variant that comes with stealthy electronics.<br />
<br />
===Variant G===<br />
The acute brutality of the G is both its strength and its weakness. For the enemy to stand any chance against it - it has to shoot off its dreaded [[UAC20|Ultra 20 auto cannon]], or die trying. Once deprived of its main weapon the G is really much less of an threat despite the frequent sting of its [[SPL|Small Pulse Laser]] trio, and the occasional [[DSRM4|8 short range missiles]] volley. While those are quite enough to finish off a desperate enemy who just stripped off your auto-cannon, it is much more savvy to protect it by denying it the line of sight to the enemy during the duel; and, provided that you exit the fight as a winner, bring it back home for repairs. This is especially true while waiting on it to unjam or cool down. Excelling in this tactics can bring you quite few 1v1 kill-marks before in need of scrapping the asset - some even from higher tier heavy mechs. Remember the Argus G is only as good, as long you can keep its [[UAC20]] able to retaliate.<br />
<br />
<br />
==Canon==<br />
Originally designed as an OmniMech, the Argus was developed in a joint venture between Achernar BattleMechs and Robinson Standard BattleWorks and was submitted as an OmniMech to the Department of the Quartermaster which rejected the design. Achernar and Robinson modified the 'Mech and resubmitted it as a standard BattleMech that was quickly picked up by the AFFC. The Argus is built around a lightweight GM 300 XL engine that gives the 'Mech a top speed of 86.4 km/h while sacrificing some survivability. The 'Mech is built on a 1A Type 12 Endo Steel chassis that saves weight for armor, weapons, and equipment. The Argus is protected by twelve-and-a-half tons of StarGuard II armor with CASE to protect against complete destruction in the event of an ammunition explosion. The Argus is also fitted with a Beagle Active Probe which makes it capable of finding hidden enemy units and helps protect the Argus from being ambushed.<br />
<br />
Date Introduced 3062 during the Era known as "Clan Invasion" (3050 - 3061) - Unit Role: Skirmisher<br />
<br />
<br />
[http://www.sarna.net/wiki/Argus Battletech Reference] <br />
<br />
{{Template:Navbox_Assets_IS}}</div>Sabristhttps://wiki.mechlivinglegends.net/index.php?title=Donar&diff=13406Donar2022-07-18T21:16:12Z<p>Sabrist: 0.15.3 update</p>
<hr />
<div>{{VTOL|<br />
| Image = File:Donar.png<br />
| ImageGif = File:Donar_spin.gif<br />
| Faction = Clan<br />
| Tickets = 4<br />
| Tier = 4<br />
| Tonnage = 25<br />
| Speed = 198<br />
<br />
| Price Prime = 55 800<br />
| ArmorT Prime = 16 375<br />
| Engine Prime = Fusion 50<br />
| Weapons Prime = <ul><br />
<li>2x [[CSSRM4]]<br />
<li>1x [[CERLL|Air CERLL]]<br />
<li>1x [[TAG]]<br />
</ul><br />
| Equip Prime = <ul><br />
<li>[[EOptics]]<br />
<li>2 [[DHS]]<br />
<li>0 [[free tons]]<br />
<li>4.5t [[Armor]]<br />
</ul><br />
<br />
| Price A = 55 000<br />
| ArmorT A = 16 375<br />
| Engine A = Fusion 50<br />
| Weapons A = <ul><br />
<li>2x [[CUAC5|Air CUAC5]]<br />
<li>2x [[CERSL|Air CERSL]]<br />
</ul><br />
| Equip A = <ul><br />
<li>[[EOptics]]<br />
<li>0 [[DHS]]<br />
<li>0 [[free tons]]<br />
<li>4.5t [[Armor]]<br />
</ul><br />
<br />
| Price B = 52 500<br />
| ArmorT B = 16 375<br />
| Engine B = Fusion 50<br />
| Weapons B = <ul><br />
<li>3x [[CERML]]<br />
<li>1x [[CNARC]]<br />
</ul><br />
| Equip B = <ul><br />
<li>[[EOptics]]<br />
<li>3 [[DHS]]<br />
<li>1 [[free ton]]<br />
<li>4.5t [[Armor]]<br />
</ul><br />
<br />
| Price C = 53 500<br />
| ArmorT C = 16 375<br />
| Engine C = Fusion 50<br />
| Weapons C = <ul><br />
<li>5x [[SSRM2|CSSRM2]]<br />
<li>3x [[CSPL|Air CSPL]]<br />
</ul><br />
| Equip C = <ul><br />
<li>[[GECM|VTOL GECM]]<br />
<li>1 [[DHS]] <br />
<li>0 [[free tons]]<br />
<li>4.5t [[Armor]]<br />
</ul><br />
<br />
| Price D = 56 900<br />
| ArmorT D = 16 375<br />
| Engine D = Fusion 50<br />
| Weapons D = <ul><br />
<li>2x [[ATM6#High Explosive|ATM6 (HE)]]<br />
<li>1x [[CMPL|Air CMPL]]<br />
</ul><br />
| Equip D = <ul><br />
<li>[[EOptics]]<br />
<li>[[GECM|VTOL GECM]]<br />
<li>0 [[DHS]]<br />
<li>0 [[free tons]]<br />
<li>4.5t [[Armor]]<br />
</ul><br />
<br />
| Price E = 48 200<br />
| ArmorT E = 16 375<br />
| Engine E = Fusion 50<br />
| Weapons E = <ul><br />
<li>2x [[SRM6|Air SRM6]]<br />
<li>2x [[HSL|Air HSL]]<br />
<li>1x [[HML|Air HML]]<br />
</ul><br />
| Equip E = <ul><br />
<li>3 [[DHS]]<br />
<li>0 [[free tons]]<br />
<li>4.5t [[Armor]]<br />
</ul><br />
<br />
| Price F = 50 300<br />
| ArmorT F = 16 375<br />
| Engine F = Fusion 50<br />
| Weapons F = <ul><br />
<li>2x [[ATM3#Standard|Air ATM3 (Std)]]<br />
<li>1x [[HLL]]<br />
</ul><br />
| Equip F = <ul><br />
<li>[[EOptics]]<br />
<li>2 [[DHS]]<br />
<li>0 [[free tons]]<br />
<li>4.5t [[Armor]]<br />
</ul><br />
<br />
| Price G = 53 100<br />
| ArmorT G = 16 375<br />
| Engine G = Fusion 50<br />
| Weapons G = <ul><br />
<li>1x [[LBX5|Air LBX5]]<br />
<li>4x [[HMG]]<br />
</ul><br />
| Equip G = <ul><br />
<li>[[EOptics]]<br />
<li>0 [[DHS]]<br />
<li>1 [[free tons]]<br />
<li>4.5t [[Armor]]<br />
</ul><br />
<br />
| Armor B = 7185<br />
| Armor LRW = 2591<br />
| Armor E = 2004<br />
| Armor T = 2004<br />
<br />
| Version153 = 0.15.3<br />
}}<br />
<br />
Similar in concept to the Inner Sphere's Hawkmoth as its name suggests Donar is a light Combat VTOL that excels at softening an enemy and outmaneuvering any return-fire. The Donar was originally commissioned to provide quick fire support, its missiles are effective at exploiting the holes that its laser can open up. The Clan's version of Eyes in The Sky also comes with various arrays of electronics. Donar in Canon is 21 tons, but in Drops the Donar is usually rounded up to 25 tons. Because of the unique flying capabilities of VTOLs, pilots should be looking for targets of opportunity, back-capping and relaying enemy ground troop movements.<br />
<br />
==Variant and Gameplay tips==<br />
===Prime===<br />
The Donar Prime carries a [[CERLL|Extended Range Large Laser]] backed by two [[SSRM|Streak-SRM4]]. It can harass light Mechs and tanks at range, while also being a good choice for hit-and-run tactics by flying just close enough to lock the Streak SRMs, fire and run away. [[EOptics]], [[BAP]] in combination with [[TAG|Laser (Target Acquisition Gear)]] a weapon designed to mark targets for friendly guided ordinance.<br />
<br />
===Variant A===<br />
Pilots familiar with the [[RAC5]] toting [[Hawkmoth#Variant_G|Hawkmoth G]] will feel right at home in this variant, whose two [[UAC5]] with similar range, projectile speed and damage make this the spitting image, although with a clan flavor. Unlike the UAC5 that you'll find on mechs, this VTOL carries an '''Air''' modified version of the weapon; which behaves almost exactly like a RAC5, instead of the 3-shell burst you'd expect on the ground. <br />
<br />
While the two UAC5 sing the siren song of ''tremendous damage'' on paper, the struggle of maintaining a bead to lead all those pellets on target while also handling your VTOL to avoid enemy fire, trees, and terrain leave much of that damage unrealized; explaining why the two complementing [[CERSL]] are equipped without being overpowered. However, anyone who masters handling these weapons in tandem with the chassis they're mounted on will find everything from mediums up to assaults easy prey, as long as you have ammo to fire with. <br />
<br />
Ammo will run out quickly, and with no free tonnage for reloads- it's wise to keep an eye on how many shells you have before committing to an engagement. Like the RAC5, you must be sure to avoid jamming the UAC5's, or your weapons will be locked for a painful 9 seconds. [[EOptics]] mean you can technically utilize all 860m of the UAC5's range, but it will rarely be an opportunity except for punishing inattentive mechs holding still, or fleeing enemies with low armor.<br />
<br />
===Variant B===<br />
Mounting three [[ERML|Extended Range Medium Lasers]] and a [[NARC|NARC]] with one [[Free tons | Free Ton]] NARC ammo, this is the Clan version of the Hawkmoth F, although with more sustained damage output. The Donar B's NARC has a maximum range of 700m, requiring it to take the risk of being fired upon in order to paint targets. However, it can fire its lasers on the target while doing so, and achieving NARC lock may be easier than holding a [[TAG]] laser steady for some pilots. 3 [[DHS]] should take care of the heat generation.<br />
<br />
===Variant C - ''"HEADON"''===<br />
The C is a very Short range heavy hitting fighter. The highlight of this VTOL is the 5 rapidly reloading racks of [[CSSRM2 | Streak-SRM2]] will keep any foe's screen permanently shaken if chain-fired. The Donar C is a great asset for incapacitating high-value enemy assets all while blasting them down with three [[CSPL |Small Pulse Lasers]]. However, it takes a skilled pilot to both read the battlefield and maneuver close enough, and long enough to start delivering your salvos safely- since the Donar C has incredibly short range, and almost nonexistant armor like the rest of the VTOL family. This Donar Variant absolutely demolishes enemy VTOL assets that are foolish enough to find themselves within its range.<br />
<br />
===Variant D===<br />
The Donar D sports one [[CMPL |Medium Pulse Laser]] which is reasonably heat-efficient on its own - but the true power of this chassis rests in the two racks of [[ATM6|High Explosive ATM6]]. While locked missiles allow you to maneuver while firing, careful attention should be made to maintain an angle to where each salvo will arc to their target. This variant has excellent anti-vtol capabilities, and is excellent at mutilating lone light and mediums in a hurry- making it both a proficient anti-back-capper and back-capper as well.<br />
<br />
===Variant E===<br />
Three weapon systems in almost the same range, two [[SRM6 | SRM6]], a[[HML | Heavy Medium Laser]] and two [[HSL | Heavy Small Lasers]], but only three [[DHS]]. Care should be taken not only for the Heat Build-up but the FaceTime needed for the Lasers. This could almost constitute [[Kiting]] as an action to lay waste of your prey.<br />
Just be certain of your surroundings and strike from the rear.<br />
<br />
===Variant F===<br />
This variant's two [[ATM3 | Standard ATM-3]] launchers can be utilized to keep damage output up even during evasive maneuvers with their tracking and generous range. Softened enemies quickly fall under the focused beam of a [[HLL | Heavy Large Laser]]. With only two [[DHS| Dual Heat Sinks]] to manage your internals with, constantly throwing ATM salvos and Heavy Laser Beams will quickly overheat your VTOL- so keep a mindful eye on that temp gauge. The [[EOptics]] enables a zoom of 2.5x for spotting/reporting to your team, but also allows for pinpoint accuracy when focusing damaged components with your Laser.<br />
<br />
===Variant G===<br />
The combination of one [[LBX5|Air LBX AutoCannons5]] and four [[HMG|Heavy Machine Guns]] make this a devastating foe to both enemy Aerospace and Tanks especially, but can easily damage light and medium mechs alike. It's respectable damage output and forgiving range makes it a favorite of both novice and veteran VTOL pilots. However, only 1 [[Free_ton| Ton Extra]] to store ammunition, limits this VTOL's effective presence on the battlefield- especially considering how this variants entire arsenal needs to be exercised in order to realize its full potential.<br />
<br />
==Trivia==<br />
The '''Donar''' is a [[Clan]] [[VTOL]] added with the release of MWLL 0.6.0.<br />
<br />
<br />
==Canon==<br />
Donar was designed as a fast attack unit capable of providing long-range fire support. Operated by two pilots - gunman in front and a pilot/navigator in the back, the Donar was heavily armored for it's class. 3 tons of ferro-fibrous armor protect the hull very well, though the rotor cannot mount enough armor to ensure it's survivability for hits above 40mm caliber guns. Weapons of the Donar are synchronized with the helmet allowing the gunner to pick up targets quickly and efficiently. Donars are used both as front-line cavalry VTOL or as scouts.<br />
<br />
Notable Pilots: Poplug - MERC, Juffos - MERC<br />
<br />
Date Introduced 3017 during the Era known as "Late Succession War - LosTech" (2901 - 3019) - Unit Role: Striker<br />
<br />
[http://www.sarna.net/wiki/Donar BattleTech Reference]<br />
<br />
{{Template:Navbox Assets Clan}}</div>Sabristhttps://wiki.mechlivinglegends.net/index.php?title=Daishi&diff=13405Daishi2022-07-18T21:14:08Z<p>Sabrist: 0.15.3 update</p>
<hr />
<div>{{Mech|<br />
| Image = File:Daishi.png<br />
| ImageGif = File:Daishi_spin.gif<br />
| Class = Assault<br />
| Faction = Clan<br />
| Tickets = 17<br />
| Tier = 16<br />
| Tonnage = 100<br />
| Speed = 54<br />
| Rotation = 180<br />
| PitchStand = -25° to +35°<br />
| PitchCrouch = -25° to +45°<br />
<br />
| Price Prime = 149 700<br />
| ArmorT Prime = 92 394<br />
| Engine Prime = Starfire 300 XL<br />
| Weapons Prime = <ul><br />
<li>4x [[CERLL]]<br />
<li>4x [[CMPL]]<br />
<li>2x [[CUAC5]]<br />
<li>1x [[CLRM10]]<br />
</ul><br />
| Equip Prime = <ul><br />
<li>[[EOptics]]<br />
<li>14 [[DHS]]<br />
<li>0 [[free tons]]<br />
<li>19t [[Armor]]<br />
</ul><br />
<br />
| Price A = 154 100<br />
| ArmorT A = 92 394<br />
| Engine A = Starfire 300 XL<br />
| Weapons A = <ul><br />
<li>3x [[CLPL]]<br />
<li>2x [[ATM6#Extended Range|ATM6 (ER)]]<br />
<li>1x [[CGauss]]<br />
</ul><br />
| Equip A = <ul><br />
<li>[[EOptics]]<br />
<li>[[GECM]]<br />
<li>[[LAMS]]<br />
<li>13 [[DHS]]<br />
<li>1 [[free ton]]<br />
<li>19t [[Armor]]<br />
</ul><br />
<br />
| Price B = 163 900<br />
| ArmorT B = 92 394<br />
| Engine B = Starfire 300 XL<br />
| Weapons B = <ul><br />
<li>1x [[CGauss]]<br />
<li>2x [[CERPPC]]<br />
<li>4x [[CERSL]]<br />
<li>4x [[CSRM4]]<br />
<li>1x [[B-Pod]]<br />
</ul><br />
| Equip B = <ul><br />
<li>[[EOptics]]<br />
<li>2 [[LAMS]]<br />
<li>14 [[DHS]]<br />
<li>2 [[free tons]]<br />
<li>19t [[Armor]]<br />
</ul><br />
<br />
| Price C = 156 500<br />
| ArmorT C = 89 249<br />
| Engine C = Starfire 300 XL<br />
| Weapons C = <ul><br />
<li>8x [[CLBX2]]<br />
<li>2x [[CERPPC]]<br />
<li>1x [[ArrowIV|CArrowIV-C]]<br />
<li>1x [[TAG]]<br />
</ul><br />
| Equip C = <ul><br />
<li>[[EOptics]]<br />
<li>[[GECM]]<br />
<li>2 [[LAMS]]<br />
<li>5 [[DHS]]<br />
<li>1 [[free ton]]<br />
<li>18.5t [[Armor]]<br />
</ul><br />
<br />
| Price D = 152 600<br />
| ArmorT D = 92 394<br />
| Engine D = Starfire 300 XL<br />
| Weapons D = <ul><br />
<li>4x [[MG]]<br />
<li>3x [[SRM|CDSRM4]]<br />
<li>2x [[CUAC10]]<br />
<li>1x [[CUAC20]]<br />
</ul><br />
| Equip D = <ul><br />
<li>[[GECM]]<br />
<li>5 [[DHS]]<br />
<li>3 [[free tons]]<br />
<li>19t [[Armor]]<br />
</ul><br />
<br />
| Price E = 158 700<br />
| ArmorT E = 92 394<br />
| Engine E = Starfire 300 XL<br />
| Weapons E = <ul><br />
<li>4x [[HML]]<br />
<li>2x [[CLRM20]]<br />
<li>1x [[HAG40]]<br />
</ul><br />
| Equip E = <ul><br />
<li>[[EOptics]]<br />
<li>[[GECM]]<br />
<li>2 [[LAMS]]<br />
<li>8 [[DHS]]<br />
<li>4 [[free ton]]<br />
<li>19t [[Armor]]<br />
</ul><br />
<br />
| Price F = 144 500<br />
| ArmorT F = 92 394<br />
| Engine F = Starfire 300 XL<br />
| Weapons F = <ul><br />
<li>4x [[CERML]]<br />
<li>2x [[ATM9#Standard|ATM9 (Std)]]<br />
<li>2x [[CLBX5]]<br />
<li>1x [[ATM12#Standard|ATM12 (Std)]]<br />
</ul><br />
| Equip F = <ul><br />
<li>[[EOptics]]<br />
<li>[[GECM]]<br />
<li>7 [[DHS]]<br />
<li>3 [[free tons]]<br />
<li>19t [[Armor]]<br />
</ul><br />
<br />
| Price G = 156 000<br />
| ArmorT G = 92 394<br />
| Engine G = Starfire 300 XL<br />
| Weapons G = <ul><br />
<li>1x [[CGauss]]<br />
<li>1x [[CLBX20]]<br />
<li>2x [[HLL]]<br />
<li>10x [[HMG]]<br />
</ul><br />
| Equip G = <ul><br />
<li>[[EOptics]]<br />
<li>13 [[DHS]]<br />
<li>2 [[free tons]]<br />
<li>19t [[Armor]]<br />
</ul><br />
<br />
| Pods = LE<br />
| Armor H = 2760<br />
| Armor LRT = 9564<br />
| Armor CT = 11954<br />
| Armor B = 7173<br />
| Armor LRA = 8069<br />
| Armor LE = 5977<br />
| Armor INT = 5487<br />
| Armor LRL = 9145<br />
<br />
| Version153 = 0.15.3<br />
}}<br />
<br />
The Dire Wolf is one of the OmniMechs that became feared throughout the Inner Sphere during the initial Clan Invasion and rightly so. The Dire Wolf weighs in at an impressive one hundred tons and has a relatively slow cruising speed of 54 km/h provided by a 300 XL engine. Its speed and armor protection matches that of an Atlas, but it has superior potential firepower with fifty and a half tons of free pod space for weapons and equipment. It is these traits which saw the 'Mech christened Daishi (pseudo-Japanese for "Great Death") by the criminal underbelly of the Draconis Combine, a name that would be proven grimly accurate time and time again.<br />
<br />
<br />
<br />
==Roles and Gameplay Hints==<br />
===Prime===<br />
Death incarnate! Sporting incredible firepower, the four [[CERLL]]s and the [[cLRM10]] can cut down the enemy at long ranges, and if it survives the punishment, then the two [[cUAC5]]s and the battery of [[cMPL]]s can demolish whatever remains. This amazing damage potential is only hampered by the immense heat it creates that even it's 14 [[DHS]] can't stave off, so firing discipline is required. Its also very slow and requires good piloting to make the most of its attack windows. The Prime, along with all Daishi variants, sport some of the thickest armor found in any Mech - a whopping 19 tons, granting it unparalleled durability on the battlefield.<br />
<br />
===Variant A - ''"Pain-killer"''===<br />
This variant, known as the '''''"Pain-killer"''''', packs a trio of [[cLPL]]s, combined with a torso-mounted [[CGauss]] and pair of [[ATM6]] launchers loaded with extended range ammo. This allows the Painkiller to reach out and hit enemies at 1250 with the missiles while drilling holes in targets at 850m with its primary weapons. [[LAMS]] and [[GECM]] help keep this wolf in the fray until it can exhaust its ammo supply, of which the A is somewhat lacking with only a single free ton available. 13 [[DHS]]s help keep heat troubles at bay, although constant use of the LPLs will overwhelm them with little difficulty.<br />
<br />
===Variant B - ''"Widowmaker"''===<br />
Adequately dubbed '''''"Widowmaker"''''' - This was the preferred variant used by Natasha Kerensky herself. Twin [[cERPPC]]'s & a [[CGauss]] batter distant enemies until within range to finish them off with a barrage of [[Lasers| 4 Small Lasers]] and 4 [[cSRM4| Clan Short-Range Missiles]]. Two [[LAMS]] help to keep missiles at bay, and furnishing [[DHS|13 Dual Heat Sinks]] allow for continuous widow-making action. Still, as with most Daishi variants, the pilot must be cautious with their firing rate and choose shots carefully when scoring the killing blow. Single [[B-Pod]] serves to finish off any wounded [[Battle Armor]], should any fall before your warpath.<br />
<br />
===Variant C - ''"Chunky"''===<br />
An oddity among Daishis, the "Chunky" sacrifices a large amount of direct-fire capacity to carry the long reaching, devastating [[ArrowIV|Clan Arrow IV Cluster]] missile system. Coupled with it's own [[TAG]], [[EOptics]] and [[GECM]] it can paint it's own targets with some degree of immunity from radar. It also carries duo [[CERPPC]]s for engaging heavier units and count them 8 [[CLBX2]]s for anti-air, light Mech disposal or damaging whatever they strike. Of all the Daishi variants, the "Chunky" is best kept at distance from the enemy, operating both as artillery and fire-support. 2 [[LAMS]] enable the "Chunky" to mitigate opposing LRM barrages directed at it and those around you. One [[Free ton|Free Ton of Ammo]] feed the Clan Arrow IV. Beware the Arrows and CERPPCs generate enormous amounts of heat and with only 5 [[DHS]] firing discipline is mandatory. May the Gods of War have mercy on anything that come into the Daishi's C sights.<br />
<br />
===Variant D - ''"Dolt"''===<br />
A born-and-bred brawler. The Daishi D is a true terror in urban combat with its two [[cUAC10]]s and a [[cUAC20]] with three dual [[cSRM4]] packs for clean-up and anti-BA duty. This Mech can, with a little pilot skill, blast an opposing Mech's head open and saturate the pilot inside with a hailstorm of SRMs. [[GECM]] and three [[Free tons | tons]] of available space give the D some staying power and enable it to ambush units when it can get into position. Like all Daishis, the D is not a fast Mech and with no weapons that have a range beyond 700m except the 4 [[MG]]s which is well suited for Aero, VTOL or putting a damaged asset down. It must rely on GECM cover and support from its teammates to get into the fray without being weakened by snipers. The D's combat endurance is also quite hampered by its over-reliance on ammo-based weapons; combined with its poor speed, reloading this Mech is often not an option.<br />
<br />
===Variant E===<br />
Two [[cLRM20]]s and a [[HAG40]] make this a fearsome extreme range denial asset. Supported by four [[HML]]s when something does manage to get close ensures that it's more than a match for all but the mightiest brawlers in close combat as well. [[GECM]]+the pair of [[LAMS]] make locating and suppressing this Assault Mech with missile fire difficult as it can easily slip away to re-position unseen by most radar systems while serving as a mighty anchor for its team to rally around. Its heat-management is also adequate unless firing the lasers and missiles at the same time, so staggering your fire slightly is recommended. If this variant has any real drawback, it's that it has trouble dealing with heavier ASF that don't need to be scared of the HAG40 cutting through them before delivering their bomb payload. <br />
<br />
===Variant F - ''"Beehive"''===<br />
The '''''"Beehive"''''' Daishi is an exceptionally potent mech against anything that can't close against its [[ATM12]] and dual [[ATM9]]'s [[minimum range]] or stay out of its maximum range. While the longer lock-on times of the ATMs and the heat they generate requires you to pick your engagements carefully, your [[GECM]] is the perfect tool for deciding when to strike and making the engagement on your terms. The quad [[CERML]] are extremely potent backup weapons either for stripping weakened components or as a deterrent if an asset gets inside your minimum range. A pair of [[cLBX5]] further help it pressure targets when its ATMs are cooling down. Additionally, the synergy of the ATMs and LBXes make this an exceptionally potent tank-buster as they struggle to close inside your minimum range before your [[ATM|bee's]] rips them to pieces.<br />
<br />
===Variant G - ''"Jupiter Tonans"''===<br />
The Daishi G is a bit of an oddball in that it doesn't excel in any one area, but does everything reasonably well. It has just barely enough [[DHS| 13 heatsinks]] to make its dual [[HLL]]s viable. [[CGauss]] fire can add to the destruction. If an enemy gets close, it packs a fearsome punch with its [[CLBX20]] to deter all but the most dedicated brawl assets from engaging it. The ten [[HMG]]'s are increasing C-Bills and scoring a kill on a badly damaged asset. 2 [[Free tons]] to divide between the Gauss and CLBX20. Since this Daishi is more of a generalist of all ranges, it's best to read the situation and pick your engagement ranges where the other team is least comfortable fighting you rather than trying to force specific engagement brackets on your terms like you typically would with other more specialized assault assets<br />
<br />
==Trivia==<br />
The Daishi (Japanese for Great Death, and the IS codename for the Dire Wolf) is a Clan Assault Mech introduced with MWLL version 0.6.0. The first sign of this mech was a placeholder xml data accidently(?) left in the beta 0.5.2 release and found by user Come and See. The final 0.5.7 pre-release media unveiled it as a planned addition for release 0.5.7 (later renamed to 0.6.0). <br />
<br />
<br />
==Canon==<br />
The Dire Wolf was the brain-child of the Clan Wolf scientist caste, but was actually first produced by Clan Smoke Jaguar. Hearing rumors that Clan Wolf was developing the "Ultimate Assault OmniMech", the Jaguars won the plans and production rights in a trial that, rumor has it, was fought dishonorably. Production commenced on Huntress in 3010. In 3019, Clan Wolf began production of the OmniMech on Strana Mechty as well; Star Colonel Ulric won a trial of possession to expand manufacture into Clan Wolf. Beyond the limited manufacture of the Dire Wolf on Outreach, all Dire Wolves outside of Clans Smoke Jaguar and Wolf (or the Wolf's Dragoons) are either gifts, isorla or were acquired through trade. The Dire Wolf is one of the OmniMechs that became feared throughout the Inner Sphere during the initial Clan Invasion and rightly so.<br />
<br />
Date Introduced 3010 during the Era known as "Late Succession War - LosTech" (2901 - 3019) - Unit Role: Juggernaut<br />
<br />
[http://www.sarna.net/wiki/Dire_Wolf_(Daishi) BattleTech Reference]<br />
<br />
{{Template:Navbox Assets Clan}}</div>Sabristhttps://wiki.mechlivinglegends.net/index.php?title=Template:Mech&diff=13390Template:Mech2022-07-11T21:14:03Z<p>Sabrist: </p>
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! colspan="3" style="background:#2a2a2a; text-align:center; width: 350px; font-size:12pt" | {{PAGENAME}}<br />
|-<br />
| colspan="3" style="text-align:center; padding:0" | <div style="height:350px; width:350px; background: black; position:relative;"><br />
<div style="position:absolute; bottom:0; z-index:auto">{{#if: {{{ImageGif|}}} | [[{{{ImageGif}}} | 350px |link={{{Image}}}]] | [[{{{Image}}} | 350px]]}}<br />
<div style="position:absolute; bottom:0; z-index:2">{{#if: {{{ImageGif|}}} | [[File:360.png | 350px |link={{{Image}}}]] |}}<br />
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</div></div></div></div><br />
|-<br />
| Class: || colspan="2" style="background:#383838" | [[Mechs#{{{Class}}} Mechs|{{{Class}}} Mech]]<br />
|-<br />
| Faction: || colspan="2" style="background:#383838" | [[{{{Faction}}}]]<br />
|-<br />
| Ticket cost: || colspan="2" style="background:#383838" | [[Tickets|{{{Tickets}}} upon destruction]]<br />
|-<br />
| Tier: || colspan="2" style="background:#383838" | [[Points#Asset Tiers|{{{Tier}}}]]<br />
|-<br />
{{#if: {{{Tonnage|}}} |<br />
{{!}} Tonnage:<br />
{{!}} colspan="2" style="background:#383838" {{!}} {{{Tonnage}}} tons<br />
|}}<br />
|-<br />
| Speed: || colspan="2" style="background:#383838" | {{#if:{{{SpeedWithMasc|}}} | {{{Speed}}} km/h ({{{SpeedWithMasc}}} km/h with [[MASC]]) | {{{Speed}}} km/h}}<br />
|-<br />
| Torso yaw: || colspan="2" style="background:#383838" | {{{Rotation}}}°<br />
|- style="vertical-align:top;"<br />
| Torso pitch: || colspan="2" style="background:#383838" | {{{PitchStand}}} while standing.<br>{{{PitchCrouch}}} while crouching.<br />
|-<br />
! style="background:#2a2a2a;text-align:center;font-size:10pt" colspan="3" | '''Variant Armament'''<br />
|-<br />
| Variant || style="background:#383838; min-width:100px" | Weapons || style="background:#333333; min-width:100px" | Equipment<br />
|- style="vertical-align:top; "<br />
| style="font-size:8pt" | Prime:<br> Price: {{{Price Prime}}} CBills<br> Total armor: {{{ArmorT Prime}}} <br> [[Engines|Engine Size]]: {{{Engine Prime|}}} {{#if: {{{AltSpeed Prime|}}} | <br> Speed: {{{AltSpeed Prime}}} km/h|}}<br />
| style="background:#383838" | {{{Weapons Prime}}}<br />
| {{{Equip Prime}}}<br />
|- style="vertical-align:top;"<br />
{{#if: {{{Weapons A|}}} |<br />
{{!}} style="font-size:8pt" {{!}} A:<br> Price: {{{Price A}}} CBills<br> Total armor: {{{ArmorT A}}}<br> [[Engines|Engine Size]]: {{{Engine A|}}} {{#if: {{{AltSpeed A|}}} | <br> Speed: {{{AltSpeed A}}} km/h|}}<br />
{{!}} style="background:#383838" {{!}} {{{Weapons A}}}<br />
{{!}} {{{Equip A}}}<br />
|}}<br />
|- style="vertical-align:top;"<br />
{{#if: {{{Weapons B|}}} |<br />
{{!}} style="font-size:8pt" {{!}} B:<br> Price: {{{Price B}}} CBills<br> Total armor: {{{ArmorT B}}}<br> [[Engines|Engine Size]]: {{{Engine B|}}} {{#if: {{{AltSpeed B|}}} | <br> Speed: {{{AltSpeed B}}} km/h|}}<br />
{{!}} style="background:#383838" {{!}} {{{Weapons B}}}<br />
{{!}} {{{Equip B}}}<br />
|}}<br />
|- style="vertical-align:top;"<br />
{{#if: {{{Weapons C|}}} |<br />
{{!}} style="font-size:8pt" {{!}} C:<br> Price: {{{Price C}}} CBills<br> Total armor: {{{ArmorT C}}}<br> [[Engines|Engine Size]]: {{{Engine C|}}} {{#if: {{{AltSpeed C|}}} | <br> Speed: {{{AltSpeed C}}} km/h|}}<br />
{{!}} style="background:#383838" {{!}} {{{Weapons C}}}<br />
{{!}} {{{Equip C}}}<br />
|}}<br />
|- style="vertical-align:top;"<br />
{{#if: {{{Weapons D|}}} |<br />
{{!}} style="font-size:8pt" {{!}} D:<br> Price: {{{Price D}}} CBills<br> Total armor: {{{ArmorT D}}}<br> [[Engines|Engine Size]]: {{{Engine D|}}} {{#if: {{{AltSpeed D|}}} | <br> Speed: {{{AltSpeed D}}} km/h|}}<br />
{{!}} style="background:#383838" {{!}} {{{Weapons D}}}<br />
{{!}} {{{Equip D}}}<br />
|}}<br />
|- style="vertical-align:top;"<br />
{{#if: {{{Weapons E|}}} |<br />
{{!}} style="font-size:8pt" {{!}} E:<br> Price: {{{Price E}}} CBills<br> Total armor: {{{ArmorT E}}}<br> [[Engines|Engine Size]]: {{{Engine E|}}} {{#if: {{{AltSpeed E|}}} | <br> Speed: {{{AltSpeed E}}} km/h|}}<br />
{{!}} style="background:#383838" {{!}} {{{Weapons E}}}<br />
{{!}} {{{Equip E}}}<br />
|}}<br />
|- style="vertical-align:top;"<br />
{{#if: {{{Weapons F|}}} |<br />
{{!}} style="font-size:8pt" {{!}} F:<br> Price: {{{Price F}}} CBills<br> Total armor: {{{ArmorT F}}}<br> [[Engines|Engine Size]]: {{{Engine F|}}} {{#if: {{{AltSpeed F|}}} | <br> Speed: {{{AltSpeed F}}} km/h|}}<br />
{{!}} style="background:#383838" {{!}} {{{Weapons F}}}<br />
{{!}} {{{Equip F}}}<br />
|}}<br />
|- style="vertical-align:top;"<br />
{{#if: {{{Weapons G|}}} |<br />
{{!}} style="font-size:8pt" {{!}} G:<br> Price: {{{Price G}}} CBills<br> Total armor: {{{ArmorT G}}}<br> [[Engines|Engine Size]]: {{{Engine G|}}} {{#if: {{{AltSpeed G|}}} | <br> Speed: {{{AltSpeed G}}} km/h|}}<br />
{{!}} style="background:#383838" {{!}} {{{Weapons G}}}<br />
{{!}} {{{Equip G}}}<br />
|}}<br />
|- style="vertical-align:top;"<br />
{{#if: {{{Weapons H|}}} |<br />
{{!}} style="font-size:8pt" {{!}} H:<br> Price: {{{Price H}}} CBills<br> Total armor: {{{ArmorT H}}}<br> [[Engines|Engine Size]]: {{{Engine H|}}} {{#if: {{{AltSpeed H|}}} | <br> Speed: {{{AltSpeed H}}} km/h|}}<br />
{{!}} style="background:#383838" {{!}} {{{Weapons H}}}<br />
{{!}} {{{Equip H}}}<br />
|}}<br />
|- style="vertical-align:top;"<br />
{{#if: {{{Weapons I|}}} |<br />
{{!}} style="font-size:8pt" {{!}} I:<br> Price: {{{Price I}}} CBills<br> Total armor: {{{ArmorT I}}}<br> [[Engines|Engine Size]]: {{{Engine I|}}} {{#if: {{{AltSpeed I|}}} | <br> Speed: {{{AltSpeed I}}} km/h|}}<br />
{{!}} style="background:#383838" {{!}} {{{Weapons I}}}<br />
{{!}} {{{Equip I}}}<br />
|}}<br />
|- style="vertical-align:top;"<br />
{{#if: {{{Weapons J|}}} |<br />
{{!}} style="font-size:8pt" {{!}} J:<br> Price: {{{Price J}}} CBills<br> Total armor: {{{ArmorT J}}}<br> [[Engines|Engine Size]]: {{{Engine J|}}} {{#if: {{{AltSpeed J|}}} | <br> Speed: {{{AltSpeed J}}} km/h|}}<br />
{{!}} style="background:#383838" {{!}} {{{Weapons J}}}<br />
{{!}} {{{Equip J}}}<br />
|}}<br />
|-<br />
{{#if: {{{Armor CT|}}} |<br />
! style="background:#2a2a2a;text-align:center;font-size:10pt" colspan="3" {{!}} '''[[Armor]] Points Distribution'''<br />
{{!}}-<br />
{{!}} colspan="3" style="text-align:center; padding:0" {{!}} {{Annotated image infobox<br />
| image = {{#switch: {{{Pods|}}} | Both=Mech_700.png | LE=Mech_700_LE.png | RE=Mech_700_RE.png | Mech_700_BT.png }}<br />
| image-width = 350<br />
| width = 350<br />
| height = 385<br />
| frameless = true<br />
| nolink = yes<br />
| annot-text-align = left<br />
| annotations =<br />
{{#if: {{{Armor LE|}}} | {{Annotation|245|20|LE|font-size=20|color=white}} |}}<br />
{{Annotation|245|40|BT|font-size=20|color=white}}<br />
{{#if: {{{Armor RE|}}} | {{Annotation|245|60|RE|font-size=20|color=white}} |}}<br />
{{Annotation|245|100|HD|font-size=20|color=white}}<br />
{{Annotation|245|140|LA|font-size=20|color=white}}<br />
{{Annotation|245|160|LL|font-size=20|color=white}}<br />
{{Annotation|245|205|LT|font-size=20|color=white}}<br />
{{Annotation|245|225|CT|font-size=20|color=white}}<br />
{{Annotation|245|245|RT|font-size=20|color=white}}<br />
{{Annotation|245|285|RA|font-size=20|color=white}}<br />
{{Annotation|245|305|RL|font-size=20|color=white}}<br />
{{Annotation|245|345|INT|font-size=20|color=white}}<br />
{{#if: {{{Armor LE|}}} | {{Annotation|290|20|{{{Armor LE}}}|font-size=20|color=white}} |}}<br />
{{Annotation|290|40|{{{Armor B|}}}|font-size=20|color=white}}<br />
{{#if: {{{Armor RE|}}} | {{Annotation|290|60|{{{Armor RE}}}|font-size=20|color=white}} |}}<br />
{{Annotation|290|100|{{{Armor H|}}}|font-size=20|color=white}}<br />
{{#if: {{{Armor LA|}}} | {{Annotation|290|140|{{{Armor LA}}}|font-size=20|color=white}} | {{Annotation|290|140|{{{Armor LRA|}}}|font-size=20|color=white}} }}<br />
{{#if: {{{Armor RA|}}} | {{Annotation|290|285|{{{Armor RA}}}|font-size=20|color=white}} | {{Annotation|290|140|{{{Armor LRA|}}}|font-size=20|color=white}} }}<br />
{{Annotation|290|160|{{{Armor LRL|}}}|font-size=20|color=white}}<br />
{{#if: {{{Armor LT|}}} | {{Annotation|290|205|{{{Armor LT}}}|font-size=20|color=white}} | {{Annotation|290|205|{{{Armor LRT|}}}|font-size=20|color=white}} }}<br />
{{Annotation|290|225|{{{Armor CT|}}}|font-size=20|color=white}}<br />
{{#if: {{{Armor RT|}}} | {{Annotation|290|245|{{{Armor RT}}}|font-size=20|color=white}} | {{Annotation|290|245|{{{Armor LRT|}}}|font-size=20|color=white}} }}<br />
{{Annotation|290|285|{{{Armor LRA|}}}|font-size=20|color=white}}<br />
{{Annotation|290|305|{{{Armor LRL|}}}|font-size=20|color=white}}<br />
{{Annotation|290|345|{{{Armor INT|}}}|font-size=20|color=white}}<br />
}}<br />
|}}<br />
|}<br />
All stats current as of release {{{Version150|0.14.10}}}<br />
</div><br />
[[Category:{{{Class}}} Mechs]]<br />
[[Category:{{{Faction}}} Mechs]]</includeonly><noinclude><br />
{{Documentation}}<br />
[[Category:Infoboxes]]<br />
</noinclude></div>Sabristhttps://wiki.mechlivinglegends.net/index.php?title=Template:Mech&diff=13389Template:Mech2022-07-11T21:04:23Z<p>Sabrist: added alt speed</p>
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! colspan="3" style="background:#2a2a2a; text-align:center; width: 350px; font-size:12pt" | {{PAGENAME}}<br />
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<div style="position:absolute; bottom:0; z-index:auto">{{#if: {{{ImageGif|}}} | [[{{{ImageGif}}} | 350px |link={{{Image}}}]] | [[{{{Image}}} | 350px]]}}<br />
<div style="position:absolute; bottom:0; z-index:2">{{#if: {{{ImageGif|}}} | [[File:360.png | 350px |link={{{Image}}}]] |}}<br />
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|-<br />
| Class: || colspan="2" style="background:#383838" | [[Mechs#{{{Class}}} Mechs|{{{Class}}} Mech]]<br />
|-<br />
| Faction: || colspan="2" style="background:#383838" | [[{{{Faction}}}]]<br />
|-<br />
| Ticket cost: || colspan="2" style="background:#383838" | [[Tickets|{{{Tickets}}} upon destruction]]<br />
|-<br />
| Tier: || colspan="2" style="background:#383838" | [[Points#Asset Tiers|{{{Tier}}}]]<br />
|-<br />
{{#if: {{{Tonnage|}}} |<br />
{{!}} Tonnage:<br />
{{!}} colspan="2" style="background:#383838" {{!}} {{{Tonnage}}} tons<br />
|}}<br />
|-<br />
| Speed: || colspan="2" style="background:#383838" | {{#if:{{{SpeedWithMasc|}}} | {{{Speed}}} km/h ({{{SpeedWithMasc}}} km/h with [[MASC]]) | {{{Speed}}} km/h}}<br />
|-<br />
| Torso yaw: || colspan="2" style="background:#383838" | {{{Rotation}}}°<br />
|- style="vertical-align:top;"<br />
| Torso pitch: || colspan="2" style="background:#383838" | {{{PitchStand}}} while standing.<br>{{{PitchCrouch}}} while crouching.<br />
|-<br />
! style="background:#2a2a2a;text-align:center;font-size:10pt" colspan="3" | '''Variant Armament'''<br />
|-<br />
| Variant || style="background:#383838; min-width:100px" | Weapons || style="background:#333333; min-width:100px" | Equipment<br />
|- style="vertical-align:top; "<br />
| style="font-size:8pt" | Prime:<br> Price: {{{Price Prime}}} CBills<br> Total armor: {{{ArmorT Prime}}} <br> [[Engines|Engine Size]]: {{{Engine Prime|}}} {{#if: {{{AltSpeed Prime|}}} | <br> Speed: {{{AltSpeed Prime}}} km/h<br> Boost Speed: {{{AltBoost Prime}}} km/h|}}<br />
| style="background:#383838" | {{{Weapons Prime}}}<br />
| {{{Equip Prime}}}<br />
|- style="vertical-align:top;"<br />
{{#if: {{{Weapons A|}}} |<br />
{{!}} style="font-size:8pt" {{!}} A:<br> Price: {{{Price A}}} CBills<br> Total armor: {{{ArmorT A}}}<br> [[Engines|Engine Size]]: {{{Engine A|}}} {{#if: {{{AltSpeed A|}}} | <br> Speed: {{{AltSpeed A}}} km/h<br> Boost Speed: {{{AltBoost A}}} km/h|}}<br />
{{!}} style="background:#383838" {{!}} {{{Weapons A}}}<br />
{{!}} {{{Equip A}}}<br />
|}}<br />
|- style="vertical-align:top;"<br />
{{#if: {{{Weapons B|}}} |<br />
{{!}} style="font-size:8pt" {{!}} B:<br> Price: {{{Price B}}} CBills<br> Total armor: {{{ArmorT B}}}<br> [[Engines|Engine Size]]: {{{Engine B|}}} {{#if: {{{AltSpeed B|}}} | <br> Speed: {{{AltSpeed B}}} km/h<br> Boost Speed: {{{AltBoost B}}} km/h|}}<br />
{{!}} style="background:#383838" {{!}} {{{Weapons B}}}<br />
{{!}} {{{Equip B}}}<br />
|}}<br />
|- style="vertical-align:top;"<br />
{{#if: {{{Weapons C|}}} |<br />
{{!}} style="font-size:8pt" {{!}} C:<br> Price: {{{Price C}}} CBills<br> Total armor: {{{ArmorT C}}}<br> [[Engines|Engine Size]]: {{{Engine C|}}} {{#if: {{{AltSpeed C|}}} | <br> Speed: {{{AltSpeed C}}} km/h<br> Boost Speed: {{{AltBoost C}}} km/h|}}<br />
{{!}} style="background:#383838" {{!}} {{{Weapons C}}}<br />
{{!}} {{{Equip C}}}<br />
|}}<br />
|- style="vertical-align:top;"<br />
{{#if: {{{Weapons D|}}} |<br />
{{!}} style="font-size:8pt" {{!}} D:<br> Price: {{{Price D}}} CBills<br> Total armor: {{{ArmorT D}}}<br> [[Engines|Engine Size]]: {{{Engine D|}}} {{#if: {{{AltSpeed D|}}} | <br> Speed: {{{AltSpeed D}}} km/h<br> Boost Speed: {{{AltBoost D}}} km/h|}}<br />
{{!}} style="background:#383838" {{!}} {{{Weapons D}}}<br />
{{!}} {{{Equip D}}}<br />
|}}<br />
|- style="vertical-align:top;"<br />
{{#if: {{{Weapons E|}}} |<br />
{{!}} style="font-size:8pt" {{!}} E:<br> Price: {{{Price E}}} CBills<br> Total armor: {{{ArmorT E}}}<br> [[Engines|Engine Size]]: {{{Engine E|}}} {{#if: {{{AltSpeed E|}}} | <br> Speed: {{{AltSpeed E}}} km/h<br> Boost Speed: {{{AltBoost E}}} km/h|}}<br />
{{!}} style="background:#383838" {{!}} {{{Weapons E}}}<br />
{{!}} {{{Equip E}}}<br />
|}}<br />
|- style="vertical-align:top;"<br />
{{#if: {{{Weapons F|}}} |<br />
{{!}} style="font-size:8pt" {{!}} F:<br> Price: {{{Price F}}} CBills<br> Total armor: {{{ArmorT F}}}<br> [[Engines|Engine Size]]: {{{Engine F|}}} {{#if: {{{AltSpeed F|}}} | <br> Speed: {{{AltSpeed F}}} km/h<br> Boost Speed: {{{AltBoost F}}} km/h|}}<br />
{{!}} style="background:#383838" {{!}} {{{Weapons F}}}<br />
{{!}} {{{Equip F}}}<br />
|}}<br />
|- style="vertical-align:top;"<br />
{{#if: {{{Weapons G|}}} |<br />
{{!}} style="font-size:8pt" {{!}} G:<br> Price: {{{Price G}}} CBills<br> Total armor: {{{ArmorT G}}}<br> [[Engines|Engine Size]]: {{{Engine G|}}} {{#if: {{{AltSpeed G|}}} | <br> Speed: {{{AltSpeed G}}} km/h<br> Boost Speed: {{{AltBoost G}}} km/h|}}<br />
{{!}} style="background:#383838" {{!}} {{{Weapons G}}}<br />
{{!}} {{{Equip G}}}<br />
|}}<br />
|- style="vertical-align:top;"<br />
{{#if: {{{Weapons H|}}} |<br />
{{!}} style="font-size:8pt" {{!}} H:<br> Price: {{{Price H}}} CBills<br> Total armor: {{{ArmorT H}}}<br> [[Engines|Engine Size]]: {{{Engine H|}}}<br />
{{!}} style="background:#383838" {{!}} {{{Weapons H}}}<br />
{{!}} {{{Equip H}}}<br />
|}}<br />
|- style="vertical-align:top;"<br />
{{#if: {{{Weapons I|}}} |<br />
{{!}} style="font-size:8pt" {{!}} I:<br> Price: {{{Price I}}} CBills<br> Total armor: {{{ArmorT I}}}<br> [[Engines|Engine Size]]: {{{Engine I|}}}<br />
{{!}} style="background:#383838" {{!}} {{{Weapons I}}}<br />
{{!}} {{{Equip I}}}<br />
|}}<br />
|- style="vertical-align:top;"<br />
{{#if: {{{Weapons J|}}} |<br />
{{!}} style="font-size:8pt" {{!}} J:<br> Price: {{{Price J}}} CBills<br> Total armor: {{{ArmorT J}}}<br> [[Engines|Engine Size]]: {{{Engine J|}}}<br />
{{!}} style="background:#383838" {{!}} {{{Weapons J}}}<br />
{{!}} {{{Equip J}}}<br />
|}}<br />
|-<br />
{{#if: {{{Armor CT|}}} |<br />
! style="background:#2a2a2a;text-align:center;font-size:10pt" colspan="3" {{!}} '''[[Armor]] Points Distribution'''<br />
{{!}}-<br />
{{!}} colspan="3" style="text-align:center; padding:0" {{!}} {{Annotated image infobox<br />
| image = {{#switch: {{{Pods|}}} | Both=Mech_700.png | LE=Mech_700_LE.png | RE=Mech_700_RE.png | Mech_700_BT.png }}<br />
| image-width = 350<br />
| width = 350<br />
| height = 385<br />
| frameless = true<br />
| nolink = yes<br />
| annot-text-align = left<br />
| annotations =<br />
{{#if: {{{Armor LE|}}} | {{Annotation|245|20|LE|font-size=20|color=white}} |}}<br />
{{Annotation|245|40|BT|font-size=20|color=white}}<br />
{{#if: {{{Armor RE|}}} | {{Annotation|245|60|RE|font-size=20|color=white}} |}}<br />
{{Annotation|245|100|HD|font-size=20|color=white}}<br />
{{Annotation|245|140|LA|font-size=20|color=white}}<br />
{{Annotation|245|160|LL|font-size=20|color=white}}<br />
{{Annotation|245|205|LT|font-size=20|color=white}}<br />
{{Annotation|245|225|CT|font-size=20|color=white}}<br />
{{Annotation|245|245|RT|font-size=20|color=white}}<br />
{{Annotation|245|285|RA|font-size=20|color=white}}<br />
{{Annotation|245|305|RL|font-size=20|color=white}}<br />
{{Annotation|245|345|INT|font-size=20|color=white}}<br />
{{#if: {{{Armor LE|}}} | {{Annotation|290|20|{{{Armor LE}}}|font-size=20|color=white}} |}}<br />
{{Annotation|290|40|{{{Armor B|}}}|font-size=20|color=white}}<br />
{{#if: {{{Armor RE|}}} | {{Annotation|290|60|{{{Armor RE}}}|font-size=20|color=white}} |}}<br />
{{Annotation|290|100|{{{Armor H|}}}|font-size=20|color=white}}<br />
{{#if: {{{Armor LA|}}} | {{Annotation|290|140|{{{Armor LA}}}|font-size=20|color=white}} | {{Annotation|290|140|{{{Armor LRA|}}}|font-size=20|color=white}} }}<br />
{{#if: {{{Armor RA|}}} | {{Annotation|290|285|{{{Armor RA}}}|font-size=20|color=white}} | {{Annotation|290|140|{{{Armor LRA|}}}|font-size=20|color=white}} }}<br />
{{Annotation|290|160|{{{Armor LRL|}}}|font-size=20|color=white}}<br />
{{#if: {{{Armor LT|}}} | {{Annotation|290|205|{{{Armor LT}}}|font-size=20|color=white}} | {{Annotation|290|205|{{{Armor LRT|}}}|font-size=20|color=white}} }}<br />
{{Annotation|290|225|{{{Armor CT|}}}|font-size=20|color=white}}<br />
{{#if: {{{Armor RT|}}} | {{Annotation|290|245|{{{Armor RT}}}|font-size=20|color=white}} | {{Annotation|290|245|{{{Armor LRT|}}}|font-size=20|color=white}} }}<br />
{{Annotation|290|285|{{{Armor LRA|}}}|font-size=20|color=white}}<br />
{{Annotation|290|305|{{{Armor LRL|}}}|font-size=20|color=white}}<br />
{{Annotation|290|345|{{{Armor INT|}}}|font-size=20|color=white}}<br />
}}<br />
|}}<br />
|}<br />
All stats current as of release {{{Version150|0.14.10}}}<br />
</div><br />
[[Category:{{{Class}}} Mechs]]<br />
[[Category:{{{Faction}}} Mechs]]</includeonly><noinclude><br />
{{Documentation}}<br />
[[Category:Infoboxes]]<br />
</noinclude></div>Sabristhttps://wiki.mechlivinglegends.net/index.php?title=Mechwarrior:_Living_Legends/Versions&diff=13258Mechwarrior: Living Legends/Versions2022-07-06T14:32:53Z<p>Sabrist: /* Versions history */ added 0.15.3</p>
<hr />
<div>'''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.<br />
<br />
__NOTOC__<br />
<br />
==Versions history==<br />
===0.15.3===<br />
'''Release date:''' 5 July 2022<br><br />
'''Standalone:''' Yes<br><br />
'''Changelog:'''<br><br />
<pre class="mw-collapsible "><br />
-----------------------------------------<br />
--------- KNOWN ISSUES - 0.15.3 --------<br />
-----------------------------------------<br />
<br />
------ GAMEPLAY -------<br />
<br />
- 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! :)<br />
- 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.<br />
- 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.<br />
- When left empty, each BA SRM tube needs to be manually reloaded (can be initiated by using the fire button)<br />
- BA hardmount MG cannot be fired during SRM reload while the SRM are selected<br />
- BA arm remains in position when hardmount MG is expended - weapon switch clears it<br />
- BA hardmount MG triggers "reloading" state on one of the SRM indicators when they are selected<br />
- BA hardmount MG is not yet textured. <br />
- BA hardmount MG lacks a muzzleflash effect. (it was heavily bugged) Tracers still work properly, however. <br />
- Bpod hit detection remains buggy<br />
- In rare cases directly after buying an asset, a mixed weapon group will only fire for one cycle and then stop. Works normally after that.<br />
- BA will show up as both air and surface targets<br />
<br />
---- GAME SYSTEMS -----<br />
<br />
- Crashes can happen. Workarounds are available in the Troubleshooting guide.<br />
- 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.<br />
<br />
------- AUDIO ---------<br />
<br />
- Due to a hack required for new leg sets and animations to create footstep sounds and footstep effects, all mechs will play one footstep sound anytime they come to a complete stop even though they are not moving.<br />
<br />
-------- MAPS ---------<br />
<br />
- TC_Palisades: Both ASF factories will only build one ASF at a time.<br />
- TC_Tukayyid trees may still cause some convergence issues when aiming directly at them. We are working on a permanent solution to this, but the most prominent issue with the trees has been resolved<br />
- TC_Scorched on low settings may cause blinding issues in the water<br />
<br />
-------- HUD ----------<br />
<br />
- Certain HUD elements might overlap other UI elements.<br />
- BA SRM ammo counter does not update until the weapon was selected and the reload on them was triggered once<br />
- There is a hang up in frames when you switch targets when using the tank HUD.<br />
- BA SRM ammo counter states you have one ammo when you spawn, which you do not. This could not be easily fixed as it is a default state problem rather than it reading your actual ammo. Once you switch to the weapon, it will read your actual ammo and update.<br />
<br />
------ CONTROLS -------<br />
<br />
- 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<br />
<br />
-------- VISUAL -------<br />
<br />
- Sometimes solid yellow camo looks like gold on certain assets<br />
<br />
-----------------------------------------<br />
------------- VERSION 0.15.3 ------------<br />
-----------------------------------------<br />
<br />
<br />
----- GAMEPLAY ------<br />
- Added ServerSpawn flag to LongtomStandardAmmo to see if it forces syncs to avoid ghost shells: it could completely break but only one way to find out :) <br />
<br />
- Variant tweaks or changes<br />
Chevalier Prime<br />
<br />
------ BUG FIXES ------<br />
<br />
- Fix for Orion center torso LAC5 hitting itself sometimes.<br />
- Fix for missing MRM10 ammo inventory on Orion.<br />
<br />
-------- VISUAL -------<br />
<br />
- A few more changes to graphics.cfg to improve the look of maps<br />
<br />
</pre><br />
===0.15.2===<br />
'''Release date:''' 4 July 2022<br><br />
'''Standalone:''' Yes<br><br />
'''Changelog:'''<br><br />
<pre class="mw-collapsible mw-collapsed"><br />
-----------------------------------------<br />
--------- KNOWN ISSUES - 0.15.2 --------<br />
-----------------------------------------<br />
<br />
------ GAMEPLAY -------<br />
<br />
- 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! :)<br />
- 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.<br />
- 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.<br />
- When left empty, each BA SRM tube needs to be manually reloaded (can be initiated by using the fire button)<br />
- BA hardmount MG cannot be fired during SRM reload while the SRM are selected<br />
- BA arm remains in position when hardmount MG is expended - weapon switch clears it<br />
- BA hardmount MG triggers "reloading" state on one of the SRM indicators when they are selected<br />
- BA hardmount MG is not yet textured. <br />
- BA hardmount MG lacks a muzzleflash effect. (it was heavily bugged) Tracers still work properly, however. <br />
- Bpod hit detection remains buggy<br />
- In rare cases directly after buying an asset, a mixed weapon group will only fire for one cycle and then stop. Works normally after that.<br />
- BA will show up as both air and surface targets<br />
<br />
---- GAME SYSTEMS -----<br />
<br />
- Crashes can happen. Workarounds are available in the Troubleshooting guide.<br />
- 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.<br />
<br />
------- AUDIO ---------<br />
<br />
- Due to a hack required for new leg sets and animations to create footstep sounds and footstep effects, all mechs will play one footstep sound anytime they come to a complete stop even though they are not moving.<br />
<br />
-------- MAPS ---------<br />
<br />
- TC_Palisades: Both ASF factories will only build one ASF at a time.<br />
- TC_Tukayyid trees may still cause some convergence issues when aiming directly at them. We are working on a permanent solution to this, but the most prominent issue with the trees has been resolved<br />
- TC_Scorched on low settings may cause blinding issues in the water<br />
<br />
-------- HUD ----------<br />
<br />
- Certain HUD elements might overlap other UI elements.<br />
- BA SRM ammo counter does not update until the weapon was selected and the reload on them was triggered once<br />
- There is a hang up in frames when you switch targets when using the tank HUD.<br />
- BA SRM ammo counter states you have one ammo when you spawn, which you do not. This could not be easily fixed as it is a default state problem rather than it reading your actual ammo. Once you switch to the weapon, it will read your actual ammo and update.<br />
<br />
------ CONTROLS -------<br />
<br />
- 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<br />
<br />
-------- VISUAL -------<br />
<br />
- Sometimes solid yellow camo looks like gold on certain assets<br />
<br />
-----------------------------------------<br />
------------- VERSION 0.15.2 ------------<br />
-----------------------------------------<br />
<br />
<br />
------ GAMEPLAY -------<br />
<br />
- New Assets<br />
- New Inner Sphere Heavy Mech ; Orion 75t - Ticket cost 10 - Tier 11. <br />
Some variants feature Light Fusion engine which gives side torso transfer rates of 1.4x and back torso 2.0x.<br />
It comes in two speeds, 64kph and 75kph, the 64kph variants are forward buyable to help compete with more expensive clan heavy forward buys.<br />
Note: cockpit texture is not yet done and will be included at further date; foot placement on uneven ground while standing still may cause strange foot twisting like the warhammer, will attempt to fix later.<br />
<br />
- Binary Laser Cannon. Slighty more damage than two IS ERLLs but more waste heat and less range. Recieves bonus damage against tanks and air but has a much longer recharge time.<br />
- Light AC/2 ; Light AC/5. Sized down versions of the standard AC/2 and AC/5 retain full raw damage but at the cost of range, splash area, and loss of light kinetic modifier (bonus damage against tanks). <br />
<br />
- Decreased Cluster Arrow outer splash area and increased missile spread to prevent damage against single targets being equal to a volley of standard Arrows (the intent was to less average damage landing).<br />
- Increased power of Base-LAMS to better destroy incoming bombs and arrows quickly.<br />
- Flattened locktime on LRM-15 and LRM-20 with the LRM-10 like was done with the CLRMS.<br />
- Added Vtol version of Air_RAC5 which has less range, splash area, and longer reload time to prevent the Hawkmoth G from being such a terror.<br />
- Increased Snubnose_Thumper Rate of fire to 7 from 6.<br />
<br />
- Donar / Hawkmoth<br />
- Increased ticket cost to 4 from 3. Increased tier to 5 from 4.<br />
<br />
- Variant tweaks or changes<br />
Archangel Prime - Argus D - Commando B - Mauler G - Chimera A - Warhammer E<br />
<br />
------ BUG FIXES ------<br />
<br />
- Changed Arrow IV on Daishi C to Cluster.<br />
- Reduced armor on Marauder by ~0.5 tons as it was over the max protection rule.<br />
- Hellhound proxy mesh tweaked on the torso in an attempt to prevent physicalized shots passing through when it is running directly at or away from you. (this issue has existed on flat shaped mechs for awhile now and it is doubtful can be fixed completely but hopefully this will help)<br />
- Fixed several ballistic weapons having a mismatch between the speed of their visibile tracers and the speed of the actual shell entities. <br />
- Fixed missing reactor sound on ArchAngel<br />
<br />
------ AUDIO -------<br />
<br />
- New IS laser sounds: Normal, ER, Pulse for ir and ground; Clan keeps existing ones<br />
- New sound Binary laser<br />
- New sound events for Light AC2 and Light AC5<br />
- New launcher, whiz, and explosion sound event for Arrow IV Cluster<br />
<br />
-------- VISUAL -------<br />
<br />
- Water impact effects removed for rapid firing projectile weapons to prevent game going power point<br />
- graphics.cfg updated so that missile smoke trails are active again<br />
</pre><br />
===0.15.1===<br />
'''Release date:''' 29 April 2022<br><br />
'''Standalone:''' Yes<br><br />
'''Changelog:'''<br><br />
<pre class="mw-collapsible mw-collapsed"><br />
-----------------------------------------<br />
--------- KNOWN ISSUES - 0.15.1 --------<br />
-----------------------------------------<br />
<br />
------ GAMEPLAY -------<br />
<br />
- 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! :)<br />
- 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.<br />
- 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.<br />
- When left empty, each BA SRM tube needs to be manually reloaded (can be initiated by using the fire button)<br />
- BA hardmount MG cannot be fired during SRM reload while the SRM are selected<br />
- BA arm remains in position when hardmount MG is expended - weapon switch clears it<br />
- BA hardmount MG triggers "reloading" state on one of the SRM indicators when they are selected<br />
- BA hardmount MG is not yet textured. <br />
- BA hardmount MG lacks a muzzleflash effect. (it was heavily bugged) Tracers still work properly, however. <br />
- Bpod hit detection remains buggy<br />
- In rare cases directly after buying an asset, a mixed weapon group will only fire for one cycle and then stop. Works normally after that.<br />
- BA will show up as both air and surface targets<br />
<br />
---- GAME SYSTEMS -----<br />
<br />
- Crashes can happen. Workarounds are available in the Troubleshooting guide.<br />
- 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.<br />
<br />
------- AUDIO ---------<br />
<br />
- Due to a hack required for new leg sets and animations to create footstep sounds and footstep effects, all mechs will play one footstep sound anytime they come to a complete stop even though they are not moving.<br />
<br />
-------- MAPS ---------<br />
<br />
- TC_Palisades: Both ASF factories will only build one ASF at a time.<br />
- TC_Tukayyid trees may still cause some convergence issues when aiming directly at them. We are working on a permanent solution to this, but the most prominent issue with the trees has been resolved<br />
- TC_Scorched on low settings may cause blinding issues in the water<br />
<br />
-------- HUD ----------<br />
<br />
- Certain HUD elements might overlap other UI elements.<br />
- BA SRM ammo counter does not update until the weapon was selected and the reload on them was triggered once<br />
- There is a hang up in frames when you switch targets when using the tank HUD.<br />
- BA SRM ammo counter states you have one ammo when you spawn, which you do not. This could not be easily fixed as it is a default state problem rather than it reading your actual ammo. Once you switch to the weapon, it will read your actual ammo and update.<br />
<br />
------ CONTROLS -------<br />
<br />
- 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<br />
<br />
-------- VISUAL -------<br />
<br />
- Sometimes solid yellow camo looks like gold on certain assets<br />
<br />
-----------------------------------------<br />
------------- VERSION 0.15.1 ------------<br />
-----------------------------------------<br />
<br />
<br />
------ GAMEPLAY -------<br />
<br />
- New Air_Tag version of the TAG laser has less range than the standard ground variant (1000m instead of 1350m) for use on vtols so it is less obnoxious.<br />
- Decreased base spread on HVAC5 to .12 from .2<br />
- Increased rate of fire on Thumper_Stable to 8 from 6<br />
<br />
- Variant tweaks or changes<br />
Donar D/C<br />
<br />
-------- VISUAL -------<br />
<br />
- Improved graphics.cfg to increase fps<br />
<br />
------ BUG FIXES ------<br />
<br />
- Reverted consolehide command from autoexec because it caused an old shader bug to resurface<br />
</pre><br />
<br />
===0.15.0===<br />
'''Release date:''' 22 April 2022<br><br />
'''Standalone:''' Yes<br><br />
'''Changelog:'''<br><br />
<pre class="mw-collapsible mw-collapsed"><br />
-----------------------------------------<br />
--------- KNOWN ISSUES - 0.15.0 --------<br />
-----------------------------------------<br />
<br />
------ GAMEPLAY -------<br />
<br />
- 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! :)<br />
- 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.<br />
- 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.<br />
- When left empty, each BA SRM tube needs to be manually reloaded (can be initiated by using the fire button)<br />
- BA hardmount MG cannot be fired during SRM reload while the SRM are selected<br />
- BA arm remains in position when hardmount MG is expended - weapon switch clears it<br />
- BA hardmount MG triggers "reloading" state on one of the SRM indicators when they are selected<br />
- BA hardmount MG is not yet textured. <br />
- BA hardmount MG lacks a muzzleflash effect. (it was heavily bugged) Tracers still work properly, however. <br />
- Bpod hit detection remains buggy<br />
- In rare cases directly after buying an asset, a mixed weapon group will only fire for one cycle and then stop. Works normally after that.<br />
- BA will show up as both air and surface targets<br />
<br />
---- GAME SYSTEMS -----<br />
<br />
- Crashes can happen. Workarounds are available in the Troubleshooting guide.<br />
- 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.<br />
<br />
------- AUDIO ---------<br />
<br />
- Due to a hack required for new leg sets and animations to create footstep sounds and footstep effects, all mechs will play one footstep sound anytime they come to a complete stop even though they are not moving.<br />
<br />
-------- MAPS ---------<br />
<br />
- TC_Palisades: Both ASF factories will only build one ASF at a time.<br />
- TC_Tukayyid trees may still cause some convergence issues when aiming directly at them. We are working on a permanent solution to this, but the most prominent issue with the trees has been resolved<br />
- TC_Scorched on low settings may cause blinding issues in the water<br />
<br />
-------- HUD ----------<br />
<br />
- Certain HUD elements might overlap other UI elements.<br />
- BA SRM ammo counter does not update until the weapon was selected and the reload on them was triggered once<br />
- There is a hang up in frames when you switch targets when using the tank HUD.<br />
- BA SRM ammo counter states you have one ammo when you spawn, which you do not. This could not be easily fixed as it is a default state problem rather than it reading your actual ammo. Once you switch to the weapon, it will read your actual ammo and update.<br />
<br />
------ CONTROLS -------<br />
<br />
- 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<br />
<br />
-------- VISUAL -------<br />
<br />
- Sometimes solid yellow camo looks like gold on certain assets<br />
<br />
-----------------------------------------<br />
------------- VERSION 0.15.0 ------------<br />
-----------------------------------------<br />
<br />
<br />
------ GAMEPLAY -------<br />
<br />
- New Arrow IV ammo variant (Cluster) : Loaded into all single launcher variants, shoots twice as many missiles for half damage and smaller overall explosion radius; retains full missile HP to help break through LAMS cover; larger overall missile spread area and does not destroy narcs.<br />
- Moved Light vtols to new flight model designed to allow better directional movement at the cost of some pitch/roll freedom. Max downward pitch fixed to -45 degrees to prevent "ballooning" over ground targets that could not fire back. <br />
This new model is the basis for upcoming heavy vtols (old model was overly messy to build heavy vtols off of).<br />
NOTE: This model uses new actionmap commands so make sure to set them.<br />
- Reworked AC/20 to fire a burst of three shells for roughly the same DPS as the old model but with far more consistent supression on target. Increased shell flight speed to aid landing more shots.<br />
- Decreased AC/10 damage per shot from 42 to 40. Increased ammo per ton from 160 to 170.<br />
- Decreased ammo on AC5 from 128 to 90.<br />
- Decreased locktime on LRM20 from 2.5 to 2.25 to normalize with LRM15.<br />
- Decreased AECM radar malus effect from -700m to -600m; reduced lockon time modifier from 1.75x to 1.5x.<br />
- Halved reload time for all dual S/SRM launchers to give them some advantage compared to stacked single launchers. <br />
<br />
- Blacklanner<br />
- Further decreased max turn rate and turn accleration to be closer to the Ryoken in performance, rather than still being clearly superior.<br />
<br />
- Commando<br />
- Moved a bit of armor to the arms.<br />
<br />
- Hawkmoth<br />
- Fix for cockpit window facing wrong direction. <br />
- Fix for floating landing gear wheel not retracting correctly.<br />
- Fix for some holes (flipped geo) in the cockpit.<br />
<br />
- Huit<br />
- Moving single Arrow IV variants out of Artillery classification to allow for more forward spawns. <br />
- Classifying Huit F "The Senate" as an Artillery platform in the buildrules (is already classified in factory spawn), unlocking base chassis price adjustments to allow for better price tweaking. Price increased by 10k Cbills.<br />
<br />
- Rommel<br />
- Increased turret rotation speed of Howizter Rommel to 55 from 40.<br />
<br />
- Mars<br />
- Moved Prime and B to XL engines of equiviliant weight, resulting in 53kph speeds. XL engine is 25k cbills more expensive.<br />
<br />
- Mithras<br />
- Fixed gearbox on Mithras E, resulting in correctly slower engine without sacrificing its ability to reach said top speed due to transmission issues.<br />
<br />
Ares/Morrigu<br />
- Switched CLRM to "Mars" variant CLRMS (shallow arc/ better tracking) for the Ares and Morrigu Primes. <br />
<br />
- Variant tweaks or changes<br />
- Lanner G - Bloodasp B - Cauldronborn B/E - Donar F/G - Epona D - Huit D - Archangel Prime/B/C - Atlas D - Chevalier B - Chimera E - Harasser C - Osiris G - Schrek C/G - Uziel D - Sunder Prime/B - Fafnir G - Commando B/F - Cougar D - Mars F<br />
- Partisan E - Hellhound P - Kodiak G - Atlas F - Demolisher D<br />
<br />
-------- MAPS ---------<br />
<br />
- TC_Palisades: Extended the center brigde capzone to the bottom of the river.<br />
- TC_Canyons: Added two capzones to official version. <br />
<br />
<br />
------ BUG FIXES ------<br />
<br />
- Fix for missing light kinetic modifier against Shoden hull.<br />
- Fixed Donar engine particle effects firing the wrong direction (shooting up into the body and cockpit).<br />
</pre><br />
<br />
===0.14.10===<br />
'''Release date:''' 6 November 2021<br><br />
'''Standalone:''' Yes<br><br />
'''Changelog:'''<br><br />
<pre class="mw-collapsible mw-collapsed"><br />
-----------------------------------------<br />
--------- KNOWN ISSUES - 0.14.10 --------<br />
-----------------------------------------<br />
<br />
------ GAMEPLAY -------<br />
<br />
- 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! :)<br />
- 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.<br />
- 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.<br />
- When left empty, each BA SRM tube needs to be manually reloaded (can be initiated by using the fire button)<br />
- BA hardmount MG cannot be fired during SRM reload while the SRM are selected<br />
- BA arm remains in position when hardmount MG is expended - weapon switch clears it<br />
- BA hardmount MG triggers "reloading" state on one of the SRM indicators when they are selected<br />
- BA hardmount MG is not yet textured. <br />
- BA hardmount MG lacks a muzzleflash effect. (it was heavily bugged) Tracers still work properly, however. <br />
- Bpod hit detection remains buggy<br />
- In rare cases directly after buying an asset, a mixed weapon group will only fire for one cycle and then stop. Works normally after that.<br />
- BA will show up as both air and surface targets<br />
<br />
---- GAME SYSTEMS -----<br />
<br />
- Crashes can happen. Workarounds are available in the Troubleshooting guide.<br />
- 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.<br />
<br />
------- AUDIO ---------<br />
<br />
- Due to a hack required for new leg sets and animations to create footstep sounds and footstep effects, all mechs will play one footstep sound anytime they come to a complete stop even though they are not moving.<br />
<br />
-------- MAPS ---------<br />
<br />
- TC_Palisades: Both ASF factories will only build one ASF at a time.<br />
- TC_Tukayyid trees may still cause some convergence issues when aiming directly at them. We are working on a permanent solution to this, but the most prominent issue with the trees has been resolved<br />
- TC_Scorched on low settings may cause blinding issues in the water<br />
<br />
-------- HUD ----------<br />
<br />
- Certain HUD elements might overlap other UI elements.<br />
- BA SRM ammo counter does not update until the weapon was selected and the reload on them was triggered once<br />
- There is a hang up in frames when you switch targets when using the tank HUD.<br />
- BA SRM ammo counter states you have one ammo when you spawn, which you do not. This could not be easily fixed as it is a default state problem rather than it reading your actual ammo. Once you switch to the weapon, it will read your actual ammo and update.<br />
<br />
------ CONTROLS -------<br />
<br />
- 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<br />
<br />
-------- VISUAL -------<br />
<br />
- Sometimes solid yellow camo looks like gold on certain assets<br />
<br />
-----------------------------------------<br />
------------- VERSION 0.14.10 ------------<br />
-----------------------------------------<br />
<br />
------ BUG FIXES ------<br />
<br />
- Fix for crashes caused by dynamic lights issue.<br />
</pre><br />
<br />
===0.14.9===<br />
'''Release date:''' 1 November 2021<br><br />
'''Standalone:''' Yes<br><br />
'''Changelog:'''<br><br />
<pre class="mw-collapsible mw-collapsed"><br />
-----------------------------------------<br />
--------- KNOWN ISSUES - 0.14.9 ---------<br />
-----------------------------------------<br />
<br />
------ GAMEPLAY -------<br />
<br />
- 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! :)<br />
- 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.<br />
- 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.<br />
- When left empty, each BA SRM tube needs to be manually reloaded (can be initiated by using the fire button)<br />
- BA hardmount MG cannot be fired during SRM reload while the SRM are selected<br />
- BA arm remains in position when hardmount MG is expended - weapon switch clears it<br />
- BA hardmount MG triggers "reloading" state on one of the SRM indicators when they are selected<br />
- BA hardmount MG is not yet textured. <br />
- BA hardmount MG lacks a muzzleflash effect. (it was heavily bugged) Tracers still work properly, however. <br />
- Bpod hit detection remains buggy<br />
- In rare cases directly after buying an asset, a mixed weapon group will only fire for one cycle and then stop. Works normally after that.<br />
- BA will show up as both air and surface targets<br />
<br />
---- GAME SYSTEMS -----<br />
<br />
- Crashes can happen. Workarounds are available in the Troubleshooting guide.<br />
- 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.<br />
<br />
------- AUDIO ---------<br />
<br />
- Due to a hack required for new leg sets and animations to create footstep sounds and footstep effects, all mechs will play one footstep sound anytime they come to a complete stop even though they are not moving.<br />
<br />
-------- MAPS ---------<br />
<br />
- TC_Palisades: Both ASF factories will only build one ASF at a time.<br />
- TC_Tukayyid trees may still cause some convergence issues when aiming directly at them. We are working on a permanent solution to this, but the most prominent issue with the trees has been resolved<br />
- TC_Scorched on low settings may cause blinding issues in the water<br />
<br />
-------- HUD ----------<br />
<br />
- Certain HUD elements might overlap other UI elements.<br />
- BA SRM ammo counter does not update until the weapon was selected and the reload on them was triggered once<br />
- There is a hang up in frames when you switch targets when using the tank HUD.<br />
- BA SRM ammo counter states you have one ammo when you spawn, which you do not. This could not be easily fixed as it is a default state problem rather than it reading your actual ammo. Once you switch to the weapon, it will read your actual ammo and update.<br />
<br />
------ CONTROLS -------<br />
<br />
- 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<br />
<br />
-------- VISUAL -------<br />
<br />
- Sometimes solid yellow camo looks like gold on certain assets<br />
<br />
-----------------------------------------<br />
------------- VERSION 0.14.9 ------------<br />
-----------------------------------------<br />
<br />
------ BUG FIXES ------<br />
<br />
- Fix for glaring issue with reduced view distance of map objects.<br />
</pre><br />
<br />
===0.14.8===<br />
'''Release date:''' 30 October 2021<br><br />
'''Standalone:''' Yes<br><br />
'''Changelog:'''<br><br />
<pre class="mw-collapsible mw-collapsed"> <br />
-----------------------------------------<br />
--------- KNOWN ISSUES - 0.14.8 ---------<br />
-----------------------------------------<br />
<br />
------ GAMEPLAY -------<br />
<br />
- 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! :)<br />
- 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.<br />
- 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.<br />
- When left empty, each BA SRM tube needs to be manually reloaded (can be initiated by using the fire button)<br />
- BA hardmount MG cannot be fired during SRM reload while the SRM are selected<br />
- BA arm remains in position when hardmount MG is expended - weapon switch clears it<br />
- BA hardmount MG triggers "reloading" state on one of the SRM indicators when they are selected<br />
- BA hardmount MG is not yet textured. <br />
- BA hardmount MG lacks a muzzleflash effect. (it was heavily bugged) Tracers still work properly, however. <br />
- Bpod hit detection remains buggy<br />
- In rare cases directly after buying an asset, a mixed weapon group will only fire for one cycle and then stop. Works normally after that.<br />
- BA will show up as both air and surface targets<br />
<br />
---- GAME SYSTEMS -----<br />
<br />
- Crashes can happen. Workarounds are available in the Troubleshooting guide.<br />
- 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.<br />
<br />
------- AUDIO ---------<br />
<br />
- Due to a hack required for new leg sets and animations to create footstep sounds and footstep effects, all mechs will play one footstep sound anytime they come to a complete stop even though they are not moving.<br />
<br />
-------- MAPS ---------<br />
<br />
- TC_Palisades: Both ASF factories will only build one ASF at a time.<br />
- TC_Tukayyid trees may still cause some convergence issues when aiming directly at them. We are working on a permanent solution to this, but the most prominent issue with the trees has been resolved<br />
- TC_Scorched on low settings may cause blinding issues in the water<br />
<br />
-------- HUD ----------<br />
<br />
- Certain HUD elements might overlap other UI elements.<br />
- BA SRM ammo counter does not update until the weapon was selected and the reload on them was triggered once<br />
- There is a hang up in frames when you switch targets when using the tank HUD.<br />
- BA SRM ammo counter states you have one ammo when you spawn, which you do not. This could not be easily fixed as it is a default state problem rather than it reading your actual ammo. Once you switch to the weapon, it will read your actual ammo and update.<br />
<br />
------ CONTROLS -------<br />
<br />
- 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<br />
<br />
-------- VISUAL -------<br />
<br />
- Sometimes solid yellow camo looks like gold on certain assets<br />
<br />
-----------------------------------------<br />
------------- VERSION 0.14.8 ------------<br />
-----------------------------------------<br />
<br />
------ BUG FIXES ------<br />
<br />
- Possible fix for autobuying ammo outside of buyzones.<br />
<br />
------ GAMEPLAY -------<br />
<br />
- Increased AC10 time to overheat to 3.5 seconds from 2.5 seconds.<br />
- Increased VTOL build time to 25 seconds from 10 seconds.<br />
- Decreased Air_UAC20 price to 22k from 26k<br />
<br />
- Longtom<br />
- Increased base chassis price by 14,650 cbills.<br />
- Shiva<br />
- Decreased base chassis price by 3k.<br />
- Visigoth<br />
- Decreased base chassis price by 1k.<br />
- Rusalka<br />
- Increased base chassis price by 2k.<br />
<br />
- Variant tweaks or changes<br />
- Loki A - Argus D - Atlas D - Osiris B - Regulator E - Warhammer E/D - Novacat B - Shiva A/C/F/G<br />
<br />
-------- SOUND --------<br />
<br />
- Betty and Duncan Fisher moved to the dialogue slider for volume control<br />
- New interface sounds for Auto-Shutdown override, dump ammo and the firemode switch<br />
<br />
<br />
-------- VISUAL -------<br />
<br />
- Changing default autoexec.cfg included with the base modbuild to one which may reduce frequency of crashes for some players. This will override most of the in-game graphics settings.<br />
<br />
---------- UI ---------<br />
<br />
- Bigger MWLL style buy menu with pulsating animation<br />
</pre><br />
<br />
===0.14.7===<br />
'''Release date:''' 20 September 2021<br><br />
'''Standalone:''' Yes<br><br />
'''Changelog:'''<br><br />
<pre class="mw-collapsible mw-collapsed"> <br />
Version 0.14.7<br />
-----------------------------------------<br />
--------- KNOWN ISSUES - 0.14.7 ---------<br />
-----------------------------------------<br />
<br />
------ GAMEPLAY -------<br />
<br />
- 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! :)<br />
- 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.<br />
- 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.<br />
- When left empty, each BA SRM tube needs to be manually reloaded (can be initiated by using the fire button)<br />
- BA hardmount MG cannot be fired during SRM reload while the SRM are selected<br />
- BA arm remains in position when hardmount MG is expended - weapon switch clears it<br />
- BA hardmount MG triggers "reloading" state on one of the SRM indicators when they are selected<br />
- BA hardmount MG is not yet textured. <br />
- BA hardmount MG lacks a muzzleflash effect. (it was heavily bugged) Tracers still work properly, however. <br />
- Bpod hit detection remains buggy<br />
- In rare cases directly after buying an asset, a mixed weapon group will only fire for one cycle and then stop. Works normally after that.<br />
- BA will show up as both air and surface targets<br />
<br />
---- GAME SYSTEMS -----<br />
<br />
- Crashes can happen. Workarounds are available in the Troubleshooting guide.<br />
- 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.<br />
<br />
------- AUDIO ---------<br />
<br />
- Due to a hack required for new leg sets and animations to create footstep sounds and footstep effects, all mechs will play one footstep sound anytime they come to a complete stop even though they are not moving.<br />
<br />
-------- MAPS ---------<br />
<br />
- TC_Palisades: Both ASF factories will only build one ASF at a time.<br />
- TC_Tukayyid trees may still cause some convergence issues when aiming directly at them. We are working on a permanent solution to this, but the most prominent issue with the trees has been resolved<br />
- TC_Scorched on low settings may cause blinding issues in the water<br />
<br />
-------- HUD ----------<br />
<br />
- Certain HUD elements might overlap other UI elements.<br />
- BA SRM ammo counter does not update until the weapon was selected and the reload on them was triggered once<br />
- There is a hang up in frames when you switch targets when using the tank HUD.<br />
- BA SRM ammo counter states you have one ammo when you spawn, which you do not. This could not be easily fixed as it is a default state problem rather than it reading your actual ammo. Once you switch to the weapon, it will read your actual ammo and update.<br />
<br />
------ CONTROLS -------<br />
<br />
- 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<br />
<br />
-------- VISUAL -------<br />
<br />
- Sometimes solid yellow camo looks like gold on certain assets<br />
<br />
-----------------------------------------<br />
------------- VERSION 0.14.7 ------------<br />
-----------------------------------------<br />
<br />
------ BUG FIXES ------<br />
<br />
- Fix for missing helpers on Demolisher turret in hitbox data.<br />
- Fix for engine penalties on taking damage to back torso not working.<br />
<br />
</pre><br />
<br />
===0.14.6===<br />
'''Release date:''' 18 September 2021<br><br />
'''Standalone:''' Yes<br><br />
'''Changelog:'''<br><br />
<pre class="mw-collapsible mw-collapsed"><br />
Version 0.14.6<br />
-----------------------------------------<br />
--------- KNOWN ISSUES - 0.14.6 ---------<br />
-----------------------------------------<br />
<br />
------ GAMEPLAY -------<br />
<br />
- 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! :)<br />
- 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.<br />
- 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.<br />
- When left empty, each BA SRM tube needs to be manually reloaded (can be initiated by using the fire button)<br />
- BA hardmount MG cannot be fired during SRM reload while the SRM are selected<br />
- BA arm remains in position when hardmount MG is expended - weapon switch clears it<br />
- BA hardmount MG triggers "reloading" state on one of the SRM indicators when they are selected<br />
- BA hardmount MG is not yet textured. <br />
- BA hardmount MG lacks a muzzleflash effect. (it was heavily bugged) Tracers still work properly, however. <br />
- Bpod hit detection remains buggy<br />
- In rare cases directly after buying an asset, a mixed weapon group will only fire for one cycle and then stop. Works normally after that.<br />
- BA will show up as both air and surface targets<br />
<br />
---- GAME SYSTEMS -----<br />
<br />
- Crashes can happen. Workarounds are available in the Troubleshooting guide.<br />
- 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.<br />
<br />
------- AUDIO ---------<br />
<br />
- Due to a hack required for new leg sets and animations to create footstep sounds and footstep effects, all mechs will play one footstep sound anytime they come to a complete stop even though they are not moving.<br />
<br />
-------- MAPS ---------<br />
<br />
- TC_Palisades: Both ASF factories will only build one ASF at a time.<br />
- TC_Tukayyid trees may still cause some convergence issues when aiming directly at them. We are working on a permanent solution to this, but the most prominent issue with the trees has been resolved<br />
- TC_Scorched on low settings may cause blinding issues in the water<br />
<br />
-------- HUD ----------<br />
<br />
- Certain HUD elements might overlap other UI elements.<br />
- BA SRM ammo counter does not update until the weapon was selected and the reload on them was triggered once<br />
- There is a hang up in frames when you switch targets when using the tank HUD.<br />
- BA SRM ammo counter states you have one ammo when you spawn, which you do not. This could not be easily fixed as it is a default state problem rather than it reading your actual ammo. Once you switch to the weapon, it will read your actual ammo and update.<br />
<br />
------ CONTROLS -------<br />
<br />
- 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<br />
<br />
-------- VISUAL -------<br />
<br />
- Sometimes solid yellow camo looks like gold on certain assets<br />
<br />
-----------------------------------------<br />
------------- VERSION 0.14.6 ------------<br />
-----------------------------------------<br />
<br />
------ BUG FIXES ------<br />
<br />
- Fix for radar distance data on targets being stuck at 1455m. <br />
<br />
</pre><br />
<br />
===0.14.5===<br />
'''Release date:''' 18 September 2021<br><br />
'''Standalone:''' Yes<br><br />
'''Changelog:'''<br><br />
<pre class="mw-collapsible mw-collapsed"> <br />
Version 0.14.5<br />
-----------------------------------------<br />
--------- KNOWN ISSUES - 0.14.5 ---------<br />
-----------------------------------------<br />
<br />
------ GAMEPLAY -------<br />
<br />
- 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! :)<br />
- 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.<br />
- 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.<br />
- When left empty, each BA SRM tube needs to be manually reloaded (can be initiated by using the fire button)<br />
- BA hardmount MG cannot be fired during SRM reload while the SRM are selected<br />
- BA arm remains in position when hardmount MG is expended - weapon switch clears it<br />
- BA hardmount MG triggers "reloading" state on one of the SRM indicators when they are selected<br />
- BA hardmount MG is not yet textured. <br />
- BA hardmount MG lacks a muzzleflash effect. (it was heavily bugged) Tracers still work properly, however. <br />
- Bpod hit detection remains buggy<br />
- In rare cases directly after buying an asset, a mixed weapon group will only fire for one cycle and then stop. Works normally after that.<br />
- BA will show up as both air and surface targets<br />
<br />
---- GAME SYSTEMS -----<br />
<br />
- Crashes can happen. Workarounds are available in the Troubleshooting guide.<br />
- 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.<br />
<br />
------- AUDIO ---------<br />
<br />
- Due to a hack required for new leg sets and animations to create footstep sounds and footstep effects, all mechs will play one footstep sound anytime they come to a complete stop even though they are not moving.<br />
<br />
-------- MAPS ---------<br />
<br />
- TC_Palisades: Both ASF factories will only build one ASF at a time.<br />
- TC_Tukayyid trees may still cause some convergence issues when aiming directly at them. We are working on a permanent solution to this, but the most prominent issue with the trees has been resolved<br />
- TC_Scorched on low settings may cause blinding issues in the water<br />
<br />
-------- HUD ----------<br />
<br />
- Certain HUD elements might overlap other UI elements.<br />
- BA SRM ammo counter does not update until the weapon was selected and the reload on them was triggered once<br />
- There is a hang up in frames when you switch targets when using the tank HUD.<br />
- BA SRM ammo counter states you have one ammo when you spawn, which you do not. This could not be easily fixed as it is a default state problem rather than it reading your actual ammo. Once you switch to the weapon, it will read your actual ammo and update.<br />
<br />
------ CONTROLS -------<br />
<br />
- 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<br />
<br />
-------- VISUAL -------<br />
<br />
- Sometimes solid yellow camo looks like gold on certain assets<br />
<br />
-----------------------------------------<br />
------------- VERSION 0.14.5 ------------<br />
-----------------------------------------<br />
<br />
------ BUG FIXES ------<br />
<br />
- Fixed max throttle penalty for overheating not actually working, now you will be capped to 75% of your max possible speed for the duration of the overheat time.<br />
- Fixed missing DHS on hawkmoth C.<br />
- Returned serverdelete flag to sniper artillery shells to prevent screaming skull shells sitting on the ground making a ruckus.<br />
<br />
------- GAMEPLAY ----------<br />
- Removed free ammo on BA SRM on spawn so they now start out empty. Note the HUD will lie to you and say you have some ammo until you switch to the weapon to update, This could not be easily fixed as it is a default state problem rather than it reading your actual ammo.)<br />
- Reduced flamer heat per shot (for user) to 5 from 6.<br />
<br />
- Locking Longtom camera min/max pitch with cannon. <br />
Note: this is to test a theory that ghost LT shells are resulting from desync on the longtom cannon's pitch across clients, camera and turret min/max pitch constraints not being identical has been known to cause desync before (see Oro prolonged erection syndrome) <br />
since artillery shells use the "donotfollowcrosshair" flag to force the clients to agree on where the weapon is being fired from, the shell will spawn at whatever pitch the client shows, which would result in different trajectories across clients with only the LT user's perspective being the damaging one.<br />
This is a net negative for LT drivers QoL wise and will be reverted if it does not fix the issue.<br />
<br />
- Harasser<br />
- Reworked massbox size and center of gravity to hopefully provide a more stable ride. <br />
<br />
- Demolisher <br />
- Moved camera over to the side of the barrels rather than between them.<br />
<br />
- Mars<br />
- Speed up Mars turret rotation rate. <br />
- Decreased turret rotation penatly when critically damaged.<br />
- Moved armor from the turret to the front.<br />
<br />
- Variant tweaks or changes<br />
- Demo F, Ares Prime, Hawkmoth B/E, Thanatos F, Mars C/B, Behemoth Prime<br />
------- AUDIO ---------<br />
<br />
- Reworked Betty pitch and tone so that she is more understandable in louder firefights.<br />
<br />
-------- HUD ----------<br />
<br />
- Removed distance indicators from the objective icons to prevent easy longtom zeroing, this was a feature never accounted for or intended.<br />
<br />
-------- MAPS ---------<br />
<br />
- TC_Wildlands<br />
- Added repair bays to the forward factories.<br />
<br />
- TC_Thunderrift <br />
- Small QoL update. (Could be anything!)<br />
</pre><br />
<br />
===0.14.4===<br />
'''Release date:''' 2 August 2021<br><br />
'''Standalone:''' Yes<br><br />
'''Changelog:'''<br><br />
<pre class="mw-collapsible mw-collapsed"> <br />
Version 0.14.4<br />
-----------------------------------------<br />
--------- KNOWN ISSUES - 0.14.4 ---------<br />
-----------------------------------------<br />
<br />
------ GAMEPLAY -------<br />
<br />
- 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! :)<br />
- 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.<br />
- 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.<br />
- When left empty, each BA SRM tube needs to be manually reloaded (can be initiated by using the fire button)<br />
- BA hardmount MG cannot be fired during SRM reload while the SRM are selected<br />
- BA arm remains in position when hardmount MG is expended - weapon switch clears it<br />
- BA hardmount MG triggers "reloading" state on one of the SRM indicators when they are selected<br />
- BA hardmount MG is not yet textured. <br />
- BA hardmount MG lacks a muzzleflash effect. (it was heavily bugged) Tracers still work properly, however. <br />
- Bpod hit detection remains buggy<br />
- In rare cases directly after buying an asset, a mixed weapon group will only fire for one cycle and then stop. Works normally after that.<br />
- BA will show up as both air and surface targets<br />
<br />
---- GAME SYSTEMS -----<br />
<br />
- Crashes can happen. Workarounds are available in the Troubleshooting guide.<br />
- 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.<br />
<br />
------- AUDIO ---------<br />
<br />
- Due to a hack required for new leg sets and animations to create footstep sounds and footstep effects, all mechs will play one footstep sound anytime they come to a complete stop even though they are not moving.<br />
<br />
-------- MAPS ---------<br />
<br />
- TC_Palisades: Both ASF factories will only build one ASF at a time.<br />
- TC_Tukayyid trees may still cause some convergence issues when aiming directly at them. We are working on a permanent solution to this, but the most prominent issue with the trees has been resolved<br />
- TC_Scorched on low settings may cause blinding issues in the water<br />
<br />
-------- HUD ----------<br />
<br />
- Certain HUD elements might overlap other UI elements.<br />
- BA SRM ammo counter does not update until the weapon was selected and the reload on them was triggered once<br />
- There is a hang up in frames when you switch targets when using the tank HUD.<br />
<br />
------ CONTROLS -------<br />
<br />
- 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<br />
<br />
-------- VISUAL -------<br />
<br />
- Sometimes solid yellow camo looks like gold on certain assets<br />
<br />
-----------------------------------------<br />
------------- VERSION 0.14.4 ------------<br />
-----------------------------------------<br />
<br />
------ BUG FIXES ------<br />
<br />
- Fix for ambient heat changes on maps not updating to vehicles properly. <br />
- Fix for some damage modifiers being applied to mech "cockpits" but not mech "heads" which was resulting in some large splash weapons destroying mech cockpits faster than intended.<br />
- Removed Bpod from Daishi G to avoid spooky bug involving a memory leak when the mech HUD contained more than 14 weapons.<br />
<br />
------- GAMEPLAY ----------<br />
<br />
- Increased build time on all ASF to 45 seconds from 10 seconds.<br />
- Increased flame damage modifier for all ground vehicles to 0.025 from 0.01<br />
<br />
- Variant tweaks/changes for:<br />
Huit E - Atlas E - Goblin B,E - Harasser F,C - Regulator A - Sunder Prime<br />
<br />
- Thanatos<br />
- Increased Ticket cost to 11 from 10<br />
- Thor<br />
- Increased Ticket cost to 11 from 10<br />
- Partisan<br />
- Increased Ticket cost to 6 from 5<br />
- Sunder<br />
- Decreased Base Chassis cost by 1.5k <br />
<br />
-------- MAPS ---------<br />
<br />
- TC_Kagoshima<br />
- Moved the Karnov from the mid point<br />
- Added ammunition buy zones to side caps<br />
- Added fog to the lower part of the river valley<br />
- Made some holes to railings on D3 base<br />
</pre><br />
<br />
===0.14.3===<br />
'''Release date:''' 22 June 2021<br><br />
'''Standalone:''' Yes<br><br />
'''Changelog:'''<br><br />
<pre class="mw-collapsible mw-collapsed"> <br />
Version 0.14.3<br />
-----------------------------------------<br />
--------- KNOWN ISSUES - 0.14.3 ---------<br />
-----------------------------------------<br />
<br />
------ GAMEPLAY -------<br />
<br />
- 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! :)<br />
- 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.<br />
- 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.<br />
- When left empty, each BA SRM tube needs to be manually reloaded (can be initiated by using the fire button)<br />
- BA hardmount MG cannot be fired during SRM reload while the SRM are selected<br />
- BA arm remains in position when hardmount MG is expended - weapon switch clears it<br />
- BA hardmount MG triggers "reloading" state on one of the SRM indicators when they are selected<br />
- BA hardmount MG is not yet textured. <br />
- BA hardmount MG lacks a muzzleflash effect. (it was heavily bugged) Tracers still work properly, however. <br />
- Bpod hit detection remains buggy<br />
- In rare cases directly after buying an asset, a mixed weapon group will only fire for one cycle and then stop. Works normally after that.<br />
- BA will show up as both air and surface targets<br />
<br />
---- GAME SYSTEMS -----<br />
<br />
- Crashes can happen. Workarounds are available in the Troubleshooting guide.<br />
- 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.<br />
<br />
------- AUDIO ---------<br />
<br />
- Due to a hack required for new leg sets and animations to create footstep sounds and footstep effects, all mechs will play one footstep sound anytime they come to a complete stop even though they are not moving.<br />
<br />
-------- MAPS ---------<br />
<br />
- TC_Palisades: Both ASF factories will only build one ASF at a time.<br />
- TC_Tukayyid trees may still cause some convergence issues when aiming directly at them. We are working on a permanent solution to this, but the most prominent issue with the trees has been resolved<br />
- TC_Scorched on low settings may cause blinding issues in the water<br />
<br />
-------- HUD ----------<br />
<br />
- Certain HUD elements might overlap other UI elements.<br />
- BA SRM ammo counter does not update until the weapon was selected and the reload on them was triggered once<br />
- There is a hang up in frames when you switch targets when using the tank HUD.<br />
<br />
------ CONTROLS -------<br />
<br />
- 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<br />
<br />
-------- VISUAL -------<br />
<br />
- Sometimes solid yellow camo looks like gold on certain assets<br />
<br />
-----------------------------------------<br />
------------- VERSION 0.14.3 ------------<br />
-----------------------------------------<br />
<br />
------ BUG FIXES ------<br />
<br />
- Fix for hitsound indicators going wild and appearing on weapons they were not meant for while disappearing on those they were.<br />
<br />
------- GAMEPLAY ----------<br />
<br />
- Decreased minimum arming range on ATM-STD ammo slightly so that it more often hits at stated min range.<br />
- Slight increase for AC10 bullet lifetime, increasing its max range. Lowered damage drop off per meter to 1 from 1.5. <br />
- Increased max range on Small X Pulse Laser to 350 from 300. <br />
<br />
- Variant tweaks for:<br />
Regulator C - Argus C - Mars A - Huit E - Kodiak B and D. <br />
</pre><br />
<br />
===0.14.2===<br />
'''Release date:''' 7 June 2021<br><br />
'''Standalone:''' Yes<br><br />
'''Changelog:'''<br><br />
<pre class="mw-collapsible mw-collapsed"> <br />
Version 0.14.2<br />
-----------------------------------------<br />
--------- KNOWN ISSUES - 0.14.2 ---------<br />
-----------------------------------------<br />
<br />
------ GAMEPLAY -------<br />
<br />
- 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! :)<br />
- 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.<br />
- Air LBX does not collide with mechlegs<br />
- 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.<br />
- When left empty, each BA SRM tube needs to be manually reloaded (can be initiated by using the fire button)<br />
- BA hardmount MG cannot be fired during SRM reload while the SRM are selected<br />
- BA arm remains in position when hardmount MG is expended - weapon switch clears it<br />
- BA hardmount MG triggers "reloading" state on one of the SRM indicators when they are selected<br />
- BA hardmount MG is not yet textured. <br />
- BA hardmount MG lacks a muzzleflash effect. (it was heavily bugged) Tracers still work properly, however. <br />
- Bpod hit detection remains buggy<br />
- In rare cases directly after buying an asset, a mixed weapon group will only fire for one cycle and then stop. Works normally after that.<br />
- BA will show up as both air and surface targets<br />
<br />
---- GAME SYSTEMS -----<br />
<br />
- Crashes can happen. Workarounds are available in the Troubleshooting guide.<br />
- 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.<br />
<br />
------- AUDIO ---------<br />
<br />
- Due to a hack required for new leg sets and animations to create footstep sounds and footstep effects, all mechs will play one footstep sound anytime they come to a complete stop even though they are not moving.<br />
<br />
-------- MAPS ---------<br />
<br />
- TC_Palisades: Both ASF factories will only build one ASF at a time.<br />
- TC_Tukayyid trees may still cause some convergence issues when aiming directly at them. We are working on a permanent solution to this, but the most prominent issue with the trees has been resolved<br />
- TC_Scorched on low settings may cause blinding issues in the water<br />
<br />
-------- HUD ----------<br />
<br />
- Certain HUD elements might overlap other UI elements.<br />
- BA SRM ammo counter does not update until the weapon was selected and the reload on them was triggered once<br />
- There is a hang up in frames when you switch targets when using the tank HUD.<br />
<br />
------ CONTROLS -------<br />
<br />
- 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<br />
<br />
-------- VISUAL -------<br />
<br />
- Sometimes solid yellow camo looks like gold on certain assets<br />
<br />
-----------------------------------------<br />
------------- VERSION 0.14.2 ------------<br />
-----------------------------------------<br />
<br />
------ BUG FIXES ------<br />
<br />
- Recovered unique solid red camo for Uziel<br />
- Schreck and Shoden added to material effects<br />
- TC capture UI no longer only shows 6 bases on a map, up to 8 now possible<br />
- Added kinetic air and energy air modifiers to masterlist so that they should now properly interact with BA and mechlegs.<br />
- Cleaned up mechlists.lua tables to perhaps help fix the new somehwat rare nulltable bug causing servers to disallow buying any vehicle after switching maps.<br />
- Fix for missing helper assignments on some blacklanner hitboxes which were causing some weapons to not be properly destroyed when the component was destroyed.<br />
- Heatsinks are properly accounted for during repairs.<br />
<br />
------- GAMEPLAY ----------<br />
<br />
- Maximum cbill transfer amount set to 5k from 10k.<br />
- Added server cvar (sv_cbill_trade_lock_time) [default= 10 minutes] to forbid cbill sharing for a set amount of time from round start to coincide with other ramp-up mechanics.<br />
- Added new "Suspension Kick" system to all tanks and hovercraft;<br />
- Default bound to weapon group 6, upon press the system will "kick" the tank back away from the direction you're facing with the turret. It can be used every 5 seconds.<br />
Hovercraft and the Mithras have a less powerful kick for self-righting purpopses on a 10 second cooldown.<br />
(note: due to limitations the LT and rommel A will require you to deploy before using it probably not making it very useful for them)<br />
- New hit type for Arrows and LaserGuidedBombs will destroy narc beacons on contact from overkill.<br />
- Made Vtol wings fully repairable, no longer phyiscally drop their weapons when destroyed.<br />
<br />
- Clan LRM changes<br />
-Reduced offset factor (spread) to 2.2 from 2.5<br />
-Increased turn speed to 65 from 60<br />
-Increased max speed to 185 from 175<br />
-Reduced laziness to 15 from 20<br />
-Reduced min range to 10m from 20m.<br />
- Increased fire rate of burst on MRM30 and MRM40 to 9 and 8.333 from 8.333 and 7.5.<br />
- Reduced HPPC emp splash to 5m from 6m (not much difference in most situations).<br />
- Increased inner splash area of LPPC to match that of other PPC classes, increased size of hit particle.<br />
- Normalized all splash areas on LT and Sniper shells to 34m inner and 40m outer.<br />
- Increased ammo per ton on Sniper Artillery to 6 from 3.<br />
- Increased LaserGuidedBomb cost per bomb to 3k from 2k.<br />
- Reduced lifetime on fixed BA claw/machinegun to 300m from 600m.<br />
<br />
- Blacklanner<br />
- Reducing turnrate and turn acelleration to better match mechs in its own weight class (it was such an outlier it was out dancing mechs half its weight, much less mechs its own weight).<br />
<br />
- Huit<br />
- Moved Huit B and E out of artillery class for more forward buys.<br />
<br />
- Chevalier <br />
- Reduced base chassis price by 100.<br />
<br />
- Longtom<br />
- Increased ticket cost on death to 11 from 8.<br />
- Replaced BHP with BAP on all variants.<br />
- Corsair/Sulla<br />
- Increased ticket cost on death to 7 from 6.<br />
<br />
- Mars<br />
- Raised chassis up for better wheel clearance, reducing incidents of getting stuck on shallow inclines and bumps.<br />
- Added an additional Pointdefensesystem on the front of the chassis to defend against BA approaching from the front.<br />
<br />
- Schrek<br />
- Raised chassis up for better wheel clearance, reducing incidents of getting stuck on shallow inclines and bumps.<br />
<br />
- Shoden<br />
- Raised chassis up for better wheel clearance, reducing incidents of getting stuck on shallow inclines and bumps.<br />
<br />
- Locust IIC<br />
- Increased tier to 4 from 3.<br />
<br />
-------- VISUAL --------<br />
<br />
- Longtom<br />
- Replaced longtom shell particle with something easier to see and track (may help with ghost shells, not sure yet)<br />
<br />
- Shoden<br />
- Removed camo paint from wheels to prevent hypnowheel effects.<br />
<br />
-------- AUDIO --------<br />
<br />
-Whiz sound added to laser-guided bombs.<br />
<br />
---------- UI ---------<br />
<br />
- Added new precise heatsinks health bar indicator.<br />
- New indicator for auto-shutdown status on ground assets.<br />
- TC capture UI adjusted to accomodate HUD changes.<br />
- Reworked weapon group indicators:<br />
Green outer ring: dark colored = less than all weapons ready, light colored = all weapons are ready, off = no weapons ready<br />
Blue inner ring: dark colored = less than all weapons in range, light colored = all weapons in range, off = no weapons in range,<br />
special state red = below min range on some or all weapons, special state yellow = damage drop off on some or all weapons<br />
see https://www.youtube.com/watch?v=RouNhxjunC0 for a detailed explanation.<br />
<br />
------ CONTROLS -------<br />
<br />
- After an auto-shutdown a power up can now be queued as soon as the message "cooling down" is displayed.<br />
<br />
----- SYSTEMS -------<br />
<br />
- Added server-side player chat mute function. <br />
- Added server-side cbill trade lock with a default of 10 minutes at the beginning of a game.<br />
</pre> <br />
===0.14.1===<br />
'''Release date:''' 9 April 2021<br><br />
'''Standalone:''' Yes<br><br />
'''Changelog:'''<br><br />
<pre class="mw-collapsible mw-collapsed"> <br />
Version 0.14.1<br />
-----------------------------------------<br />
--------- KNOWN ISSUES - 0.14.1 ---------<br />
-----------------------------------------<br />
<br />
------ GAMEPLAY -------<br />
<br />
- 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! :)<br />
- 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.<br />
- Air LBX does not collide with mechlegs<br />
- 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.<br />
- When left empty, each BA SRM tube needs to be manually reloaded (can be initiated by using the fire button)<br />
- BA hardmount MG cannot be fired during SRM reload while the SRM are selected<br />
- BA arm remains in position when hardmount MG is expended - weapon switch clears it<br />
- BA hardmount MG triggers "reloading" state on one of the SRM indicators when they are selected<br />
- BA hardmount MG is not yet textured. <br />
- BA hardmount MG lacks a muzzleflash effect. (it was heavily bugged) Tracers still work properly, however. <br />
- Bpod hit detection remains buggy<br />
- In rare cases directly after buying an asset, a mixed weapon group will only fire for one cycle and then stop. Works normally after that.<br />
- BA will show up as both air and surface targets<br />
<br />
---- GAME SYSTEMS -----<br />
<br />
- Crashes can happen. Workarounds are available in the Troubleshooting guide.<br />
- 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.<br />
<br />
------- AUDIO ---------<br />
<br />
- Due to a hack required for new leg sets and animations to create footstep sounds and footstep effects, all mechs will play one footstep sound anytime they come to a complete stop even though they are not moving.<br />
<br />
-------- MAPS ---------<br />
<br />
- TC_Palisades: Both ASF factories will only build one ASF at a time.<br />
- TC_Tukayyid trees may still cause some convergence issues when aiming directly at them. We are working on a permanent solution to this, but the most prominent issue with the trees has been resolved<br />
- TC_Scorched on low settings may cause blinding issues in the water<br />
<br />
-------- HUD ----------<br />
<br />
- Certain HUD elements might overlap other UI elements.<br />
- BA SRM ammo counter does not update until the weapon was selected and the reload on them was triggered once<br />
- There is a hang up in frames when you switch targets when using the tank HUD.<br />
<br />
------ CONTROLS -------<br />
<br />
- 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<br />
<br />
-----------------------------------------<br />
------------- VERSION 0.14.1 ------------<br />
-----------------------------------------<br />
<br />
------ BUG FIXES ------<br />
<br />
- Fix for Blacklanner missing a barrel helper on the right arm causing the barrel to be missing on some variants and the hitbox for the right arm bugging out onto the entire chassis on all variants.<br />
<br />
------ VISUAL -------<br />
<br />
- Halved the size of light AC muzzle flash effects so it is less blinding on some vehicles.<br />
- Removed first person spent shell effects from all weapons.<br />
<br />
------- AUDIO ---------<br />
<br />
- Distancing first person weapons sound events from impacts further because it seems that firing sounds still get stolen by impacts although they should not<br />
<br />
-------- MAPS ---------<br />
<br />
- TC_Enkeladus<br />
<br />
- Disabled aurora effects in the sky to test if it helps with client crashes.<br />
<br />
------ CONTROLS -------<br />
<br />
- Removed shared key binds of legacy and new targeting functions in the default actionmaps, this caused unintended behavior as the two functions conflicted.<br />
The idea was to allow players to choose the legacy controls via an opt out while preserving old custom keybinds. Unfortunately it did not work out as intended.<br />
New Default binds are as follows: <br />
- E key uses new target nearest/next ground function<br />
- T key uses original cycle all targets function<br />
- G uses new target nearest next air function<br />
- All friendly functions remain legacy <br />
Anyone who chooses to retain their old bindings manually, please remember to clear any leftover conflicts in they keybinds for targeting.<br />
<br />
Description how the next / nearest controls work:<br />
- press once = target nearest enemy<br />
- keep pressing after that = cycling through target list (next nearest -> furthest away)<br />
- after the time window for the next press (1.5 seconds) has expired the first press will target the nearest enemy again<br />
<br />
- Removed obsolete presets in actionmapper. <br />
</pre><br />
<br />
===0.14.0===<br />
'''Release date:''' 3 April 2021<br><br />
'''Standalone:''' Yes<br><br />
'''Changelog:'''<br><br />
<pre class="mw-collapsible mw-collapsed"> <br />
Version 0.14.0<br />
-----------------------------------------<br />
--------- KNOWN ISSUES - 0.14.0 ---------<br />
-----------------------------------------<br />
<br />
------ GAMEPLAY -------<br />
<br />
- 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! :)<br />
- 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.<br />
- Air LBX does not collide with mechlegs<br />
- 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.<br />
- When left empty, each BA SRM tube needs to be manually reloaded (can be initiated by using the fire button)<br />
- BA hardmount MG cannot be fired during SRM reload while the SRM are selected<br />
- BA arm remains in position when hardmount MG is expended - weapon switch clears it<br />
- BA hardmount MG triggers "reloading" state on one of the SRM indicators when they are selected<br />
- BA hardmount MG is not yet textured. <br />
- BA hardmount MG lacks a muzzleflash effect. (it was heavily bugged) Tracers still work properly, however. <br />
- Bpod hit detection remains buggy<br />
- In rare cases directly after buying an asset, a mixed weapon group will only fire for one cycle and then stop. Works normally after that.<br />
- BA will show up as both air and surface targets<br />
<br />
---- GAME SYSTEMS -----<br />
<br />
- Crashes can happen. Workarounds are available in the Troubleshooting guide.<br />
- 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.<br />
<br />
------- AUDIO ---------<br />
<br />
- Due to a hack required for new leg sets and animations to create footstep sounds and footstep effects, all mechs will play one footstep sound anytime they come to a complete stop even though they are not moving.<br />
<br />
-------- MAPS ---------<br />
<br />
- TC_Palisades: Both ASF factories will only build one ASF at a time.<br />
- TC_Tukayyid trees may still cause some convergence issues when aiming directly at them. We are working on a permanent solution to this, but the most prominent issue with the trees has been resolved<br />
- TC_Scorched on low settings may cause blinding issues in the water<br />
<br />
-------- HUD ----------<br />
<br />
- Certain HUD elements might overlap other UI elements.<br />
- BA SRM ammo counter does not update until the weapon was selected and the reload on them was triggered once<br />
- There is a hang up in frames when you switch targets when using the tank HUD.<br />
<br />
------ CONTROLS -------<br />
<br />
- 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<br />
<br />
-----------------------------------------<br />
------------- VERSION 0.14.0 ------------<br />
-----------------------------------------<br />
<br />
------ BUG FIXES ------<br />
<br />
- Disabled TAG homing for AirSRMs<br />
- Reverting serverdelete and changing codebase for LT shells back to rocket code to try and prevent stealth LT shells.<br />
- Removed crazy turn penalty from chevalier turret destruction.<br />
<br />
------ GAME SYSTEMS -------<br />
<br />
- Added Compact Fusion Engine; side torso modifier x0.66, back torso modifier x1.0, less speed loss from engine damage.<br />
- Reduced detection range on Colliope base turrets to 500m for all vehicle types.<br />
- Reduced lockdown time when autoshutdown to 2 seconds from 8 seconds; increased heat damage protection by 2%.<br />
<br />
------- GAMEPLAY ----------<br />
<br />
- New Assets<br />
- New Clan Heavy Wheeled Tank Shoden (70t); ticket cost 8; tier 11.<br />
- New InnerSphere Assault Tank Schrek (80t); ticket cost 8; tier 10.<br />
- New Archangel InnerSphere Assault Mech (100t); ticket cost 15; tier 15.<br />
<br />
- Weapons<br />
- Added air versions of all classes of Large Lasers; identical in mechanics to ground versions but have air-energy damage type for better modifiers against other aircraft.<br />
- Reduced cost of CERPPC by 500 cbills.<br />
- Switched out hittypes on PDS to increase performance against BA.<br />
- Decreased damage on hawkeye(mgun turret) to 4 from 5.<br />
- Added in some cruise altitude for ERATMs to help avoid hitting ground objects when travelling long distances.<br />
- Increased speed of Sniper Artillery Shells to 144 from 120; this increased their max range to 700m from 500m.<br />
- Reduced heat per shot of Small-X-Pulse-Laser to 1.6 from 1.94<br />
- MRM20 now 7 tons in buildrules from 8.<br />
- Charge up time removed from single Air-Gauss carriers. Dual Air-Gauss retain chargetime, as do all forms of Heavy Air-Gauss.<br />
- MG AMS now only shoots down hostile projectiles and causes signifigantly less damage to playable assets<br />
<br />
- Commando<br />
- Moved some armor to arms from side torsos.<br />
<br />
- Visigoth<br />
- Moved some armor to tail.<br />
<br />
- Catapult<br />
- Corrected missing armor on side torsos which was supposed to be taken from arms.<br />
- Decreased size and moved location of head hitbox.<br />
<br />
- Sunder<br />
- Moved armor towards center. <br />
<br />
- Mars<br />
- Added rear PDS for back defense like the Behemoth has.<br />
- Changed a couple wheels to "driving" to help getting stuck on small inclines.<br />
<br />
- Anubis<br />
- Increased torso yaw limit to 120 from 110.<br />
<br />
- Partisan<br />
- Decreased turret yaw speed to 200 from 211.<br />
<br />
------ VISUAL -------<br />
<br />
- Hellhound <br />
- tweaked shader on standard gunmetal for better specular sheen; increased contrast on diffuse.<br />
<br />
- Sunder<br />
- tweaked textures so that back torso details show up normally, tweaked shader to ease up on sheen.<br />
<br />
- Blacklanner <br />
- Added cockpit art.<br />
<br />
- Rommel , Marauder, Mithras, Locust<br />
- tweaked shader on standard gunmetal for better specular sheen.<br />
<br />
-Solitaire <br />
- tweaked shader on standard gunmetal for better specular sheen.<br />
- tweaked shaders to better match anubis torso.<br />
<br />
- Anubis<br />
- tweaked shader on standard gunmetal for better specular sheen.<br />
- tweaked shaders to better match solitaire legs.<br />
<br />
- Vulture<br />
- tweaked shader on standard gunmetal for better specular sheen.<br />
- tweaked texture to better match madcat legs.<br />
<br />
- Catapult<br />
- Added textures to arm holder parts. Added texture and plugged holes in gyroyaw.<br />
- Resized torso; -6% on x-axis; +6% on y-axis. Retooled hitboxes. <br />
- Added cockpit art.<br />
<br />
- Broadsword dropship<br />
- Added new more detailed textures<br />
<br />
<br />
------- AUDIO ---------<br />
<br />
- Priority changes so that the sounds of slow firing weapons never get overshadowed by fast firing ones<br />
<br />
- Attenuation changes to PPCs to give them more "bite" when heard from medium distance<br />
<br />
<br />
-------- MAPS ---------<br />
<br />
- TC Frostbite<br />
- Reduced the amount of destructables entities (mostly trees) to lessen server memory load <br />
- Changed default ToD to evening/late afternoon <br />
- Changed dynamic light levels to reduce snowblind effect with HDR rendering<br />
- Rearranged some buildings and props on forward factory bases, and added functional queue system on single hangars to prevent most hangar pileups <br />
- Added new MG AMS turrets on both forward factories<br />
<br />
- TC Marshes<br />
- Changed the whole base layout for better game flow<br />
- Added VTOL factories for both sides<br />
- Lowered the water level to make tank driving less frustrating<br />
- Added possibility of buying and upkeeping Aeros on mid base<br />
<br />
- TC Kagoshima<br />
- Added Middle cap point<br />
- Moved far corner capture points closer to center<br />
- Rearranged some buildings and props on forward factory bases<br />
- Added new MG AMS turrets on both forward factories<br />
- Added more functional spawn points to clan side forward factory to fix the issue of not being able to spawn in there sometimes<br />
<br />
- TC Scorched<br />
- Removed the various small arms from Aurora dropship<br />
- Added spawn helpers to the dropship factories to make assets spawn closer to ground and prevent vehicles flipping over<br />
- Minor turret rework for the dropship bases<br />
- Removed the terrain spike from the IS fortress runway<br />
<br />
- TC Ivory Tower<br />
- Added new pathway towards middle from IS side forward factory<br />
- Added new tunnel shortcut near mid cap<br />
<br />
- TC Wildlands<br />
- Fixed the E6 forward factory asset spawn issue<br />
<br />
- TC_Enkeladus<br />
- Thickened ice sheets to prevent jumpjeting exploiting<br />
- Reworked iceshets to be more tank friendly<br />
- Reworked baselayout/capweights/logistics to condense play area<br />
<br />
------ CONTROLS -------<br />
<br />
- Complete set of new targeting controls:<br />
<br />
- Target nearest / next enemy surface<br />
- Target nearest / next enemy air<br />
- Target previous enemy surface<br />
- Target previous enemy air<br />
- Target nearest / next friendly surface<br />
- Target nearest / next friendly air<br />
- Target previous friendly surface<br />
- Target previous friendly air<br />
<br />
These controls are the new default, the old controls have been moved to a new category called "legacy targeting".<br />
The default keys will be added in the action mapper so you will most likely have to fix your bindings there.<br />
If you use air targeting controls and no air target is around, your current ground target will be retained and <br />
you get an error message from Betty and vice versa.<br />
</pre><br />
<br />
===0.13.4===<br />
'''Release date:''' 7 February 2021<br><br />
'''Standalone:''' Yes<br><br />
'''Changelog:'''<br><br />
<pre class="mw-collapsible mw-collapsed"> <br />
Version 0.13.4<br />
-----------------------------------------<br />
--------- KNOWN ISSUES - 0.13.4 ---------<br />
-----------------------------------------<br />
<br />
------ GAMEPLAY -------<br />
<br />
- 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! :)<br />
- 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.<br />
- Air LBX does not collide with mechlegs<br />
- 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.<br />
- When left empty, each BA SRM tube needs to be manually reloaded (can be initiated by using the fire button)<br />
- BA hardmount MG cannot be fired during SRM reload while the SRM are selected<br />
- BA arm remains in position when hardmount MG is expended - weapon switch clears it<br />
- BA hardmount MG triggers "reloading" state on one of the SRM indicators when they are selected<br />
- BA hardmount MG is not yet textured. <br />
- BA hardmount MG lacks a muzzleflash effect. (it was heavily bugged) Tracers still work properly, however. <br />
- Bpod hit detection remains buggy<br />
- In rare cases directly after buying an asset, a mixed weapon group will only fire for one cycle and then stop. Works normally after that.<br />
- Chain fire settings will be saved but not loaded correctly in a newly bought asset<br />
<br />
---- GAME SYSTEMS -----<br />
<br />
- Crashes can happen. Workarounds are available in the Troubleshooting guide.<br />
- 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.<br />
<br />
------- AUDIO ---------<br />
<br />
- Due to a hack required for new leg sets and animations to create footstep sounds and footstep effects, all mechs will play one footstep sound anytime they come to a complete stop even though they are not moving.<br />
<br />
-------- MAPS ---------<br />
<br />
- TC_Palisades: Both ASF factories will only build one ASF at a time.<br />
- TC_Tukayyid trees may still cause some convergence issues when aiming directly at them. We are working on a permanent solution to this, but the most prominent issue with the trees has been resolved<br />
- TC_Scorched on low settings may cause blinding issues in the water<br />
<br />
-------- HUD ----------<br />
<br />
- Certain HUD elements might overlap other UI elements.<br />
- BA SRM ammo counter does not update until the weapon was selected and the reload on them was triggered once<br />
- There is a hang up in frames when you switch targets when using the tank HUD.<br />
<br />
------ CONTROLS -------<br />
<br />
- 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<br />
<br />
-----------------------------------------<br />
------------- VERSION 0.13.4 ------------<br />
-----------------------------------------<br />
<br />
---- GAME SYSTEMS -----<br />
<br />
- Including possible lagfix code into servers. No way to test it but to try it with full actual games, might help, might do nothing, might explode.<br />
- Stealth GECM assets when detected by hostile C3 are no longer shared through the enemy network.<br />
<br />
------- GAMEPLAY ----------<br />
<br />
- Increased StealthGECM detection debuff to -700m from -650m<br />
- Decreased AC10 overheat time from 4 to 2.5; increased damage per shot to 42 from 30.<br />
- Increased outer splash EMP damage on ERPPC to 280 from 230.<br />
- Decreased heat generation on CERPPC from 276 to 265.<br />
- Increased Rate of Fire on Sniper Artillery to 6 from 3.<br />
- Increased damage on all classes of Small Pulse Laser to 27 from 15; Increased modifier vs BA to 1.3 from 0.8.<br />
- Mars<br />
- Moved armor from turret to front.<br />
- Increased netural turn rate and eased up on suspension.<br />
<br />
-------- VISUAL -----------<br />
<br />
- Sunder <br />
- Tweaked standing animation to not be so stiff-knee'd.<br />
<br />
- Hellhound<br />
- Tweaked standing animation to not be so stiff-knee'd.<br />
</pre><br />
===0.13.3===<br />
'''Release date:''' 26 October 2020<br><br />
'''Standalone:''' Yes<br><br />
'''Changelog:'''<br><br />
<pre class="mw-collapsible mw-collapsed"> <br />
Version 0.13.3<br />
-----------------------------------------<br />
--------- KNOWN ISSUES - 0.13.3 ---------<br />
-----------------------------------------<br />
<br />
------ GAMEPLAY -------<br />
<br />
- 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! :)<br />
- 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.<br />
- Air LBX does not collide with mechlegs<br />
- 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.<br />
- When left empty, each BA SRM tube needs to be manually reloaded (can be initiated by using the fire button)<br />
- BA hardmount MG cannot be fired during SRM reload while the SRM are selected<br />
- BA arm remains in position when hardmount MG is expended - weapon switch clears it<br />
- BA hardmount MG triggers "reloading" state on one of the SRM indicators when they are selected<br />
- BA hardmount MG is not yet textured. <br />
- BA hardmount MG lacks a muzzleflash effect. (it was heavily bugged) Tracers still work properly, however. <br />
- Bpod hit detection remains buggy<br />
- In rare cases directly after buying an asset, a mixed weapon group will only fire for one cycle and then stop. Works normally after that.<br />
- Chain fire settings will be saved but not loaded correctly in a newly bought asset<br />
<br />
---- GAME SYSTEMS -----<br />
<br />
- Crashes can happen. Workarounds are available in the Troubleshooting guide.<br />
- 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.<br />
<br />
------- AUDIO ---------<br />
<br />
- Due to a hack required for new leg sets and animations to create footstep sounds and footstep effects, all mechs will play one footstep sound anytime they come to a complete stop even though they are not moving.<br />
<br />
-------- MAPS ---------<br />
<br />
- TC_Palisades: Both ASF factories will only build one ASF at a time.<br />
- TC_Tukayyid trees may still cause some convergence issues when aiming directly at them. We are working on a permanent solution to this, but the most prominent issue with the trees has been resolved<br />
- TC_Scorched on low settings may cause blinding issues in the water<br />
<br />
-------- HUD ----------<br />
<br />
- Certain HUD elements might overlap other UI elements.<br />
- BA SRM ammo counter does not update until the weapon was selected and the reload on them was triggered once<br />
- There is a hang up in frames when you switch targets when using the tank HUD.<br />
<br />
------ CONTROLS -------<br />
<br />
- 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<br />
<br />
-----------------------------------------<br />
------------- VERSION 0.13.3 ------------<br />
-----------------------------------------<br />
<br />
------ BUG FIXES ------<br />
<br />
<br />
- Added Cougar left arm missing lower geometry <br />
- Map reverb processing volume on Gauss chamber sound events accidently set to 200% instead of 0% adjusted<br />
<br />
------- AUDIO ---------<br />
<br />
- Clan and IS win/lose message soundevents map reverb processing removed<br />
</pre><br />
<br />
===0.13.2===<br />
'''Release date:''' 24 October 2020<br><br />
'''Standalone:''' Yes<br><br />
'''Changelog:'''<br><br />
<pre class="mw-collapsible mw-collapsed"> <br />
Version 0.13.2<br />
-----------------------------------------<br />
--------- KNOWN ISSUES - 0.13.2 ---------<br />
-----------------------------------------<br />
<br />
------ GAMEPLAY -------<br />
<br />
- 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! :)<br />
- 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.<br />
- Air LBX does not collide with mechlegs<br />
- 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.<br />
- When left empty, each BA SRM tube needs to be manually reloaded (can be initiated by using the fire button)<br />
- BA hardmount MG cannot be fired during SRM reload while the SRM are selected<br />
- BA arm remains in position when hardmount MG is expended - weapon switch clears it<br />
- BA hardmount MG triggers "reloading" state on one of the SRM indicators when they are selected<br />
- BA hardmount MG is not yet textured. <br />
- BA hardmount MG lacks a muzzleflash effect. (it was heavily bugged) Tracers still work properly, however. <br />
- Bpod hit detection remains buggy<br />
- In rare cases directly after buying an asset, a mixed weapon group will only fire for one cycle and then stop. Works normally after that.<br />
- Chain fire settings will be saved but not loaded correctly in a newly bought asset<br />
<br />
---- GAME SYSTEMS -----<br />
<br />
- Crashes can happen. Workarounds are available in the Troubleshooting guide.<br />
- 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.<br />
<br />
------- AUDIO ---------<br />
<br />
- Due to a hack required for new leg sets and animations to create footstep sounds and footstep effects, all mechs will play one footstep sound anytime they come to a complete stop even though they are not moving.<br />
<br />
-------- MAPS ---------<br />
<br />
- TC_Palisades: Both ASF factories will only build one ASF at a time.<br />
- TC_Tukayyid trees may still cause some convergence issues when aiming directly at them. We are working on a permanent solution to this, but the most prominent issue with the trees has been resolved<br />
- TC_Scorched on low settings may cause blinding issues in the water<br />
<br />
-------- HUD ----------<br />
<br />
- Certain HUD elements might overlap other UI elements.<br />
- BA SRM ammo counter does not update until the weapon was selected and the reload on them was triggered once<br />
- There is a hang up in frames when you switch targets when using the tank HUD.<br />
<br />
------ CONTROLS -------<br />
<br />
- 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<br />
<br />
-----------------------------------------<br />
------------- VERSION 0.13.2 ------------<br />
-----------------------------------------<br />
<br />
------ BUG FIXES ------<br />
<br />
- Donar Prime and A are no longer sensor blind and undetectable<br />
- Small Laser on Owens A is no longer floating<br />
- Fixed floating cougar lower arms after they were destroyed.<br />
----------- UI ------------<br />
<br />
- Crosshair: - Sights in default and friendly stage have dark outline and in locked stage have red outline for better contrast visibility<br />
<br />
- Redrawn lock brackets have been slimmed<br />
- Locking stage is green tinted for higher contrast to locked stage<br />
- Lock text is blinking fast<br />
- Lock brackets in locked stage have red outline for better contrast visibility<br />
<br />
- Autojoin buttons have been removed from the team selection menus<br />
<br />
- Loading screen tips reworked to be more relevant<br />
<br />
-------- MAPS -------------<br />
<br />
(Extended notes also applicable to 0.13.1)<br />
<br />
- TC_Outskirts<br />
<br />
- Added support for TOD server settings.<br />
- Recommended TOD times:<br />
-default (load the map without server TOD setting)<br />
-night: 01:00<br />
-day + weather effects: 17:00<br />
-night + weather effects: 23:00<br />
- note: weather effects synch within 25 secs<br />
<br />
<br />
- TC_Dune<br />
<br />
- Added support for TOD server settings.<br />
- Fix for repair bays wrongly repairing neutral parties. <br />
- Recommended TOD times:<br />
-default (load the map without server TOD setting)<br />
-night: 01:00<br />
-day + weather effects: 17:00<br />
-night + weather effects: 23:00<br />
- note: weather effects synch within 25 secs<br />
<br />
- TC_Oasis<br />
<br />
- Added support for TOD server settings.<br />
- Recommended TOD times:<br />
-default (load the map without server TOD setting)<br />
-night: 01:00<br />
-day + weather effects: 17:00<br />
-night + weather effects: 23:00<br />
- note: weather effects synch within 25 secs<br />
<br />
- TC_Wildlands<br />
<br />
- Added support for TOD server settings.<br />
- Added eastern factory, adjusted base weights and game flow.<br />
- Added secondary hangars to the original forward factories.<br />
- Forward factories can no longer repair.<br />
- Recommended TOD times:<br />
-default (load the map without server TOD setting)<br />
-night: 01:00<br />
-day + weather effects: 17:00<br />
-night + weather effects: 23:00<br />
- note: weather effects synch within 25 secs<br />
<br />
- TC_ValleyForge<br />
<br />
- Strengthened main base defenses.<br />
- Added support for TOD server settings.<br />
- Recommended TOD times:<br />
-default (load the map without server TOD setting)<br />
-night: 01:00<br />
-day + weather effects: 17:00<br />
-night + weather effects: 23:00<br />
- note: weather effects synch within 25 secs<br />
<br />
- TC_Bogs<br />
<br />
- Removed Artillery Class from all factories. <br />
</pre><br />
===0.13.1===<br />
'''Release date:''' 14 October 2020<br><br />
'''Standalone:''' Yes<br><br />
'''Changelog:'''<br><br />
<pre class="mw-collapsible mw-collapsed"> <br />
Version 0.13.1<br />
-----------------------------------------<br />
--------- KNOWN ISSUES - 0.13.1 ---------<br />
-----------------------------------------<br />
<br />
------ GAMEPLAY -------<br />
<br />
- 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! :)<br />
- 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.<br />
- Air LBX does not collide with mechlegs<br />
- 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.<br />
- When left empty, each BA SRM tube needs to be manually reloaded (can be initiated by using the fire button)<br />
- BA hardmount MG cannot be fired during SRM reload while the SRM are selected<br />
- BA arm remains in position when hardmount MG is expended - weapon switch clears it<br />
- BA hardmount MG triggers "reloading" state on one of the SRM indicators when they are selected<br />
- BA hardmount MG is not yet textured. <br />
- BA hardmount MG lacks a muzzleflash effect. (it was heavily bugged) Tracers still work properly, however. <br />
- Bpod hit detection remains buggy<br />
- In rare cases directly after buying an asset, a mixed weapon group will only fire for one cycle and then stop. Works normally after that.<br />
<br />
---- GAME SYSTEMS -----<br />
<br />
- Crashes can happen. Workarounds are available in the Troubleshooting guide.<br />
- 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.<br />
<br />
------- AUDIO ---------<br />
<br />
- Due to a hack required for new leg sets and animations to create footstep sounds and footstep effects, all mechs will play one footstep sound anytime they come to a complete stop even though they are not moving.<br />
<br />
-------- MAPS ---------<br />
<br />
- TC_Palisades: Both ASF factories will only build one ASF at a time.<br />
- TC_Tukayyid trees may still cause some convergence issues when aiming directly at them. We are working on a permanent solution to this, but the most prominent issue with the trees has been resolved<br />
- TC_Scorched on low settings may cause blinding issues in the water<br />
<br />
-------- HUD ----------<br />
<br />
- Certain HUD elements might overlap other UI elements.<br />
- BA SRM ammo counter does not update until the weapon was selected and the reload on them was triggered once<br />
- There is a hang up in frames when you switch targets when using the tank HUD.<br />
<br />
------ CONTROLS -------<br />
<br />
- 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<br />
<br />
-----------------------------------------<br />
------------- VERSION 0.13.1 ------------<br />
-----------------------------------------<br />
<br />
------ BUG FIXES ------<br />
- Fixed saving of weapon groups, a save will now happen 6 seconds after the last interaction with the weapon manager<br />
- Fix for tank pilots getting instagibbed by high speed collisions. This fix is much like the sudden pilot death syndrome fix in that it will work "most" of the time but the tank itself dying can still occasionally happen.<br />
<br />
<br />
------ GAME SYSTEMS -------<br />
<br />
- Removed C3 coverage requirement for detecting enemy narcs. You will now always know if you are narced.<br />
- All mech variants now respect max armor protection limits from CBT. <br />
Armor had to be removed from the following variants as they were violating the rule:<br />
All Cauldronborns except the C<br />
Cougar Prime,D,F<br />
Locust IIC Prime, A, F<br />
Madcat D,E,F,G<br />
All Warhawks.<br />
Puma Prime, D<br />
Shadowcat A, B<br />
Solitaire D<br />
Thor Prime, A, C, D<br />
All Ullers<br />
Vulture E<br />
Avatar F<br />
Awesome Prime, B, C, G<br />
All Commandos<br />
All Marauders<br />
Osiris D, F<br />
Thanatos C, D<br />
<br />
------- GAMEPLAY ----------<br />
<br />
<br />
- Matched LBX2 flight speed to that of other LBX shells.<br />
- C/LRM-5 rate of fire decreased to 14 from 15.<br />
- C/LRM-10 ROF increased to 11 from 10. <br />
- C/LRM-15 ROF increased to 10 from 8.3. <br />
- C/LRM-20 ROF increased to 9 from 7.5. <br />
- Increased cost of C/UAC2 by 100.<br />
- Decreased Air_UAC2 damage to 14 from 15.<br />
- Increased AC10 flight speed to 1400 from 1200; halved gravity. <br />
<br />
-Rework for Calliope turrets:<br />
<br />
- Replaced twin Medium lasers with twin Large Lasers (700m).<br />
- Missiles will now track and do damage (450m range)<br />
- Replaced Mguns with UAC2s (500m range)<br />
- Reduced ASF/VTOL detection to 600m from 700m.<br />
- Increased turn rate to better keep up with moving targets.<br />
<br />
- Updated Eagleeye and Hawkeye turrets with the latest versions of their weapons, improving their kill power.<br />
<br />
- Cougar<br />
- Reduced size of the torso on the X-axis by 10%.<br />
- Reworked armor distribution based off the puma.<br />
- Tweaked armor costs on some variants.<br />
- Reduced ticket cost to 4 from 5; Reduced tier to 5 from 6. <br />
<br />
- Mars<br />
- Mars C now counts as artillery class for factories.<br />
<br />
- Donar<br />
- Reduced base chassis cost by 3k.<br />
- Moved some armor from Tail and Engine to Body.<br />
<br />
- Hawkmoth <br />
- Moved some armor from Tail and Engine to Body.<br />
<br />
- Avar<br />
- Moved some armor from Body, Tail, and Engine to Wings.<br />
<br />
- Corsair<br />
- Moved some armor from Tail and Body to Wings.<br />
----------- UI ------------<br />
<br />
- Improved color coding: Positive information (weapon ready, active tag or narc...) is shown in blue and green, negative information (all alarms, problematic heat increase) is shown in yellow and red <br />
<br />
- Crosshair: - Moved all components closer to the center<br />
- New Crosshair adjacent heat indicator that shows the heat zones of the main indicator as well as a new one: if you fire a single Clan ER-PPC at the border of the yellow zone heat rises to the border<br />
of the red zone immediately, old yellow is shown in orange here<br />
- New lock brackets with canon gold color on lock<br />
- Crosshair turns canon gold color when over enemy target with active sensors<br />
- Sniper artillery gets makeshift crosshair (also on the mobile long toms because of the nature of the current solution)<br />
<br />
- Mech HUD: - Added new NARCed alarm, old friendly tag and narc indicator on the main console removed<br />
<br />
- Tank HUD: - Added breached engine alarm and new NARCed alarm, old friendly tag and narc indicator on the main console removed<br />
<br />
- ASF/VTOL HUD: - Moved all HUD elements closer to the center, resized STALL and PULL UP alarm, moved sea level altitude indicator, added new NARCed alarm, old friendly tag and narc indicator on the main console removed<br />
<br />
- ASF speedometer text now shows true optimal control speed zone in blue:<br />
-blue : 90% to 94% control<br />
-light blue: 95% to 97% control<br />
-white blue: 98% to 100% control<br />
<br />
- Out of bounds message is now more transparent<br />
<br />
<br />
--------- AUDIO -----------<br />
<br />
- Moved most impacts below first person weapon sounds in priority, Betty sounds all on Betty priority, third person looped weapon sounds moved above others because it is weird when they cut out in mid playback<br />
- Volume of general missile and TBolt explosions reduced, PPC firing sounds volume increased, Small X-Pulse firing sound volume reduced<br />
- HUD sounds that remained in mwll_weapons moved to mwll_interface<br />
- Behemoth engine sound pitched a bit lower, more appropriate for 100 ton tank<br />
- Added new NARC alarm klaxon<br />
- Switched AC5 with AC10 sound and wise versa since AC5 is a bigger caliber now<br />
- Missiles spilling from a destroyed launcher now have missile explosion sfx on impact<br />
- Removed map reverb processing from cockpit and asset internal sounds<br />
<br />
-------- VISUAL -----------<br />
<br />
- Switched AC5 and UAC5 impact effects and tracers with AC10 impact effects and tracers and wise versa since AC5 and UAC5 are a bigger caliber now<br />
- Adjusted camo torso materials for the Cougar to better line up with the puma leg materials.<br />
- Cougar torso camos are now matched with their legs<br />
- Recovered Thanatos "tuki" camo<br />
<br />
-------- MAPS -------------<br />
<br />
- TC_Outskirts<br />
<br />
- Added support for TOD server settings.<br />
<br />
- TC_Dune<br />
<br />
- Added support for TOD server settings.<br />
- Fix for repair bays wrongly repairing neutral parties. <br />
<br />
- TC_Oasis<br />
<br />
- Added support for TOD server settings.<br />
<br />
- TC_Wildlands<br />
<br />
- Added support for TOD server settings.<br />
- Added eastern factory, adjusted base weights and game flow.<br />
- Added secondary hangars to the original forward factories.<br />
- Forward factories can no longer repair.<br />
<br />
- TC_ValleyForge<br />
<br />
- Strengthened main base defenses.<br />
- Added support for TOD server settings.<br />
<br />
</pre><br />
<br />
<br />
===0.13.0===<br />
'''Release date:''' 19 September 2020<br><br />
'''Standalone:''' Yes<br><br />
'''Changelog:'''<br><br />
<pre class="mw-collapsible mw-collapsed"> <br />
Version 0.13.0<br />
-----------------------------------------<br />
--------- KNOWN ISSUES - 0.13.0 ---------<br />
-----------------------------------------<br />
<br />
------ GAMEPLAY -------<br />
<br />
- 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! :)<br />
- 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.<br />
- Air LBX does not collide with mechlegs<br />
- 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.<br />
- When left empty, each BA SRM tube needs to be manually reloaded (can be initiated by using the fire button)<br />
- BA hardmount MG cannot be fired during SRM reload while the SRM are selected<br />
- BA arm remains in position when hardmount MG is expended - weapon switch clears it<br />
- BA hardmount MG triggers "reloading" state on one of the SRM indicators when they are selected<br />
- BA hardmount MG is not yet textured. <br />
- BA hardmount MG lacks a muzzleflash effect. (it was heavily bugged) Tracers still work properly, however. <br />
- Bpod hit detection remains buggy<br />
- In rare cases directly after buying an asset, a mixed weapon group will only fire for one cycle and then stop. Works normally after that.<br />
<br />
---- GAME SYSTEMS -----<br />
<br />
- Crashes can happen. Workarounds are available in the Troubleshooting guide.<br />
- 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.<br />
<br />
------- AUDIO ---------<br />
<br />
- Due to a hack required for new leg sets and animations to create footstep sounds and footstep effects, all mechs will play one footstep sound anytime they come to a complete stop even though they are not moving.<br />
<br />
-------- MAPS ---------<br />
<br />
- TC_Palisades: Both ASF factories will only build one ASF at a time.<br />
- TC_Tukayyid trees may still cause some convergence issues when aiming directly at them. We are working on a permanent solution to this, but the most prominent issue with the trees has been resolved<br />
- TC_Scorched on low settings may cause blinding issues in the water<br />
<br />
-------- HUD ----------<br />
<br />
- Certain HUD elements might overlap other UI elements.<br />
- BA SRM ammo counter does not update until the weapon was selected and the reload on them was triggered once<br />
- There is a hang up in frames when you switch targets when using the tank HUD.<br />
<br />
------ CONTROLS -------<br />
<br />
- 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<br />
<br />
-----------------------------------------<br />
------------- VERSION 0.13.0 ------------<br />
-----------------------------------------<br />
<br />
------ BUG FIXES ------<br />
<br />
- Fixed Air-StreakSRMs only reloading half tons after the initial ton was spent.<br />
- Better aligned Air-RAC5 tracers to help prevent ghost tracers.<br />
- Fixes for slight unintended damage variance on some ER lasers compared to their normal counterparts.<br />
- Fix for Base LAMS not correctly destroying artillery shells. <br />
- Fix for reversing troubles on the Oro, Rommel, and Goblin<br />
- Workaround fix for camo schemes not being applyed to the Pods and Barrels on tanks and hovercraft.<br />
- Adjusted damage thresholds on auto turrets to prevent them constantly smoking after taking little damage.<br />
- Fixed long standing issue with Oro cannon becoming severely misaligned. <br />
- Fixed issue with the arrows on the Regulator G not firing from the correct angles.<br />
- Fixed issue with passive on Vtols not granting any additional radar cover, like ASF it was set to -1m, which was intended for ASF. Now properly sets detectability to 500m from 999m.<br />
<br />
------ GAME SYSTEMS -------<br />
<br />
- Added live Time of Day setting system: Server admins now can use new commands to instantly change the Time of Day in the current map:<br />
- sv_timeofdaygetinfo: Get current TOD status of the map.<br />
- sv_timeofdaysettime: Set time of day (0-24).<br />
- Note that not all of the maps properly support the whole day cycle.<br />
<br />
- Update to Weapon Manager<br />
- Rapid fire ballistic weapons and flamers ignore chain fire mode and will keep operating in group mode<br />
- It is no longer possible to remove weapons from a group while firing them<br />
- Fire groups that only contain rapid fire ballistic weapons and flamers can not be set to chain fire.<br />
An error sound will play<br />
- As soon as a weapon other than rapid ballistics and flamers is added to the group chain fire mode is available<br />
- When all other weapons get removed from the group and only rapid ballistics or flamers remain group fire will<br />
be forced (Betty message)<br />
- Rapid ballistic weapons and flamers in a mixed group will be removed while firing. They will be re-added as<br />
soon as firing has stopped.<br />
<br />
- Damage Modifier increases against ASF <br />
- Mgun x2.8 -> x3.0<br />
- Energy-air modifier vs<br />
- Medium ASF x1.6 -> x1.7<br />
- Heavy ASF x1.6 -> x1.8<br />
- Assault ASF x1.6 -> x1.75<br />
<br />
- Engine Damage Rework for Mechs<br />
- Previously, engines would go to 50% power when backtorso hit 80% damaged.<br />
Now, STD engines will go to 85% speed at 80% damage and 75% speed at 100% damage.<br />
XL engines will go to 66% at 80% damage and 50% speed at 100% damage.<br />
<br />
- Adjusted Mass across all the Tanks to create a more logical weight curve for push fights.<br />
<br />
- Reworked all front hit boxes on tanks and hovercraft so that more of the front profile is only covered in front hitbox rather than being split between front and sides.<br />
<br />
- All fusion engine tanks now recieve 1 free HS per 20 tons of weight rounded down, and hovercraft half of this. This change is to better represent the importance of the ten free HS fusion vehicles recieve over ICE vehicles in CBT.<br />
<br />
- Updating front hitbox transfer rates for tanks and hovercraft.<br />
Was incorrectly larger than turret transfer rate and is now lower.<br />
This will greatly slow down the rate at which some vehicles (particularly hovercraft) die to frontal fire.<br />
Turrets still always have more armor however.<br />
<br />
- Increased Staretime(locktime) modifier for stealth GECM to 2.75 from 2.35.<br />
------- GAMEPLAY ----------<br />
<br />
- New Assets<br />
- New Clan Assault tank Mars (100t); Ticket cost 13; tier 14<br />
- New InnerSphere Assault tank Behemoth(100t); Ticket cost 12; tier 13<br />
- Sniper Artillery Cannon; Very short range (500m) high arcing mortar for close range base sieges. Full LT damage and splash, but poor ammo per ton and very slow reload.<br />
- Hyper Velocity AC/5; Very long range (1300m), poor dps overtime but splash and shake with many shells being thrown down range; high spread, good for ranged suppression. <br />
- C3 Master System; Works like normal C3 for the purposes of sharing information, but recieves all friendly c3 globally across the map, ignoring the usual 1000m chain distance requirement. <br />
- AutoFlamer turrets target enemy BA/Mechs/Vechiles to 150m.<br />
- Stablized Thumper variant for the Behemoth; thanks to the large and heavy frame of the Behemoth it is able to fire its thumper piece without the need to deploy, however the fire rate is reduced to snubnose thumper levels.<br />
- New unqiue art for MRM10/20/30 external launchers.<br />
- VtolGECM brings vtol detectability down to 700m from the 999m ASFGECM was granting.<br />
- Weapons<br />
- Reworked AC/10 to fire many smaller caliber shells with decent shake and splash, high up time for maximum suppression.<br />
- Increased ER-ATM damage to 97 from 86.<br />
- Increased Air-UAC/2 damage to 15 from 12.<br />
- Increased HMG damage to 15 from 14; Increased dropoff distance begin to 350m from 250m; Increased bullet lifetime.<br />
- Decreased ROF on Mgun to 800 from 1000; Increased damage to 5 from 4.<br />
- Reduced Snubnose Thumper gravity to standard 9.81; Increased speed to 350 from 300; Increased price to 28k from 27k.<br />
- Increased Flamer distance to 150m from 100m; Doubled projectile speed and better matched it to tracers; better heat transfer but quicker self overheat to prevent lockdown spam.<br />
- Decreased RAC2 price to 6500 from 7000.<br />
- PointDefenseSystem now targets enemy Vtols at 300m and enemy ASF at 450m.<br />
- Decreased ELRM heat to 7.5 from 8.8; Decreased cost of ELRM-15 to 7000 from 7500; Decreased cost of ELRM-20 to 9000 from 10000.<br />
- Increased I-Hgauss cost increased to 27k from 23k.<br />
- Adjusted heat profile of Air-ClanLPL for better usability.<br />
- Adjusted MRM/10 spread to bring it in line with the other launcher sizes.<br />
- Decreased Air_Gauss chargeup time to 0.5 seconds from 1 second; decreased cost to 13.5k from 15k.<br />
- Increased Air_MRM30 cost to 8k from 6k and AirMRM40 to 10k from 8k.<br />
- Avar<br />
- Decreased ticket cost to 3 from 4.<br />
- Moved more armor to the wings.<br />
<br />
- Anubis<br />
- Decreased base chassis price by 2k.<br />
- Decreased Tier to 4 from 5.<br />
<br />
- Sunder<br />
- Build rule change; All JJs are half their usual tonnage; (the same perk as the Thor)<br />
- Increased torso yaw limit to 110 degrees from 96 to match the Thor.<br />
- Decreased base chassis price by 1k.<br />
<br />
- Marauder<br />
- Increased base chassis price by 3k.<br />
<br />
- Goblin<br />
- Increased max speed by 3/kph<br />
<br />
- Thor<br />
- Decreased base chassis price by 1k.<br />
<br />
- Hellhound<br />
- Fix for floating back torso fire.<br />
- Decreased Tier to 6 from 7.<br />
<br />
- Long Tom<br />
- Added defense smoke launchers to the front of the tank to help cover its retreats; as with all smoke particles in cryengine2, can be very finicky about when it wants to render, particularly when zoomed in, but better than nothing.<br />
- Decreased top speed slightly.<br />
- Decreased missile modifier to x0.6 from x0.85, giving it more survivability against bombstrikes, missile fire, and counter artillery. <br />
- Increased internal hull health to properly reflect its 95 ton weight.<br />
- All three variants now have full sensor suites and C3master systems.<br />
- Increased ammo per ton on all variants to 8 from 5.<br />
- Changed damage ratio on inner and outer splash to 50/50 from 66/33. <br />
- Decreased reload time to 10 from 14.<br />
- Adjusted splash radius across the three ammo types for a smoother curve. <br />
- Added two more equipment slots for further LAMS and self defense support.<br />
<br />
- Rommel<br />
- Reworked suspension and turn rates.<br />
<br />
- Oro<br />
- Reworked suspension and turn rates.<br />
<br />
- Awesome<br />
- Base price chassis tweak, tweaked some middling armor prices so that they more correctly line up with the price of increased armor on the top end.<br />
<br />
- Fafnir<br />
- STD fusion engine price decreased bt 6k<br />
<br />
- Donar & Hawkmoth<br />
- Decreased ticket costs to 3 from 4.<br />
<br />
- Rusalka<br />
- Increased ticket cost to 10 from 9<br />
- Increased tier to 10 from 9.<br />
<br />
--------- AUDIO -----------<br />
<br />
- Overall sound effect volume reduced by including altered Crysis environmental and physics sounds<br />
- Improved distance attenuation for all weapons<br />
- Number of instances for impact sfx greatly reduced, should no longer remove the other sound effects in big fights<br />
- Added sound support for new HVAC 5 and Sniper Artillery Cannon<br />
- Changed Thumper impact to make it more recognizable <br />
- More variety for critical explosions<br />
- Firing sounds rebalanced with LUFS meter to be below the volume of asset explosions<br />
- Improvement on dud missile sfx<br />
<br />
-------- VISUAL -----------<br />
<br />
- Explosion chains on mechs are more varied and individual to the mech in question<br />
- Flamer vfx particle count cut by more than half and other optimizations<br />
<br />
-------- MAPS -------------<br />
<br />
- Replaced forward bases on TC_Inferno to prevent them being functionally destroyed by critical explosions.<br />
- Added a center cap zone to TC_ThunderRift. <br />
- Added some missing proxy meshes to some standard base structures used on many maps.<br />
<br />
</pre><br />
<br />
===0.12.2===<br />
'''Release date:''' 11 May 2020<br><br />
'''Standalone:''' Yes<br><br />
'''Changelog:'''<br><br />
<pre class="mw-collapsible mw-collapsed"> <br />
Version 0.12.2<br />
-----------------------------------------<br />
--------- KNOWN ISSUES - 0.12.2 ---------<br />
-----------------------------------------<br />
<br />
------ GAMEPLAY -------<br />
<br />
- 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! :)<br />
- 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.<br />
- The Oro and Rommel cannot turn while reversing. <br />
- Air LBX does not collide with mechlegs<br />
- 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.<br />
- When left empty, each BA SRM tube needs to be manually reloaded (can be initiated by using the fire button)<br />
- BA hardmount MG cannot be fired during SRM reload while the SRM are selected<br />
- BA arm remains in position when hardmount MG is expended - weapon switch clears it<br />
- BA hardmount MG triggers "reloading" state on one of the SRM indicators when they are selected<br />
- BA hardmount MG is not yet textured. <br />
- BA hardmount MG lacks a muzzleflash effect. (it was heavily bugged) Tracers still work properly, however. <br />
- Bpod hit detection remains buggy<br />
- Mobile Long Tom may not be able reverse if the turret is alligned with the carriage. Turn the turret right to max offset to start reversing.<br />
<br />
---- GAME SYSTEMS -----<br />
<br />
- Crashes can happen. Workarounds are available in the Troubleshooting guide.<br />
- 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.<br />
<br />
------- AUDIO ---------<br />
<br />
- Due to a hack required for new leg sets and animations to create footstep sounds and footstep effects, all mechs will play one footstep sound anytime they come to a complete stop even though they are not moving.<br />
- For as of yet unknown reasons a wrong missile locking sound plays that is very hard to hear, if the asset possesses two or more different missile systems first the wrong sound plays until the system with lower lock time<br />
confirms the lock and after that actually the correct one plays. In this situation for each system a lock confirmation sound will play. This will be fixed in an upcoming update.<br />
<br />
-------- MAPS ---------<br />
<br />
- TC_Palisades: Both ASF factories will only build one ASF at a time.<br />
- TC_Tukayyid trees may still cause some convergence issues when aiming directly at them. We are working on a permanent solution to this, but the most prominent issue with the trees has been resolved<br />
- TC_Scorched on low settings may cause blinding issues in the water<br />
<br />
-------- HUD ----------<br />
<br />
- Certain HUD elements might overlap other UI elements.<br />
- BA SRM ammo counter does not update until the weapon was selected and the reload on them was triggered once<br />
- There is a hang up in frames when you switch targets when using the tank HUD.<br />
<br />
------ CONTROLS -------<br />
<br />
- 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<br />
<br />
-----------------------------------------<br />
------------- VERSION 0.12.2 ------------<br />
-----------------------------------------<br />
<br />
------ BUG FIXES ------<br />
<br />
- Fix for AECM reward code causing servers to crash in some instances.<br />
</pre><br />
<br />
===0.12.1===<br />
'''Release date:''' 1 May 2020<br><br />
'''Standalone:''' Yes<br><br />
'''Changelog:'''<br><br />
<pre class="mw-collapsible mw-collapsed"><br />
Version 0.12.1<br />
-----------------------------------------<br />
--------- KNOWN ISSUES - 0.12.1 ---------<br />
-----------------------------------------<br />
<br />
------ GAMEPLAY -------<br />
<br />
- 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! :)<br />
- 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.<br />
- The Oro and Rommel cannot turn while reversing. <br />
- Air LBX does not collide with mechlegs<br />
- 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.<br />
- When left empty, each BA SRM tube needs to be manually reloaded (can be initiated by using the fire button)<br />
- BA hardmount MG cannot be fired during SRM reload while the SRM are selected<br />
- BA arm remains in position when hardmount MG is expended - weapon switch clears it<br />
- BA hardmount MG triggers "reloading" state on one of the SRM indicators when they are selected<br />
- BA hardmount MG is not yet textured. <br />
- BA hardmount MG lacks a muzzleflash effect. (it was heavily bugged) Tracers still work properly, however. <br />
- Bpod hit detection remains buggy<br />
- Mobile Long Tom may not be able reverse if the turret is alligned with the carriage. Turn the turret right to max offset to start reversing.<br />
<br />
---- GAME SYSTEMS -----<br />
<br />
- Crashes can happen. Workarounds are available in the Troubleshooting guide.<br />
- 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.<br />
<br />
------- AUDIO ---------<br />
<br />
- Due to a hack required for new leg sets and animations to create footstep sounds and footstep effects, all mechs will play one footstep sound anytime they come to a complete stop even though they are not moving.<br />
- For as of yet unknown reasons a wrong missile locking sound plays that is very hard to hear, if the asset possesses two or more different missile systems first the wrong sound plays until the system with lower lock time<br />
confirms the lock and after that actually the correct one plays. In this situation for each system a lock confirmation sound will play. This will be fixed in an upcoming update.<br />
<br />
-------- MAPS ---------<br />
<br />
- TC_Palisades: Both ASF factories will only build one ASF at a time.<br />
- TC_Tukayyid trees may still cause some convergence issues when aiming directly at them. We are working on a permanent solution to this, but the most prominent issue with the trees has been resolved<br />
- TC_Scorched on low settings may cause blinding issues in the water<br />
<br />
-------- HUD ----------<br />
<br />
- Certain HUD elements might overlap other UI elements.<br />
- BA SRM ammo counter does not update until the weapon was selected and the reload on them was triggered once<br />
- There is a hang up in frames when you switch targets when using the tank HUD.<br />
<br />
------ CONTROLS -------<br />
<br />
- 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<br />
<br />
-----------------------------------------<br />
------------- VERSION 0.12.1 ------------<br />
-----------------------------------------<br />
<br />
------ BUG FIXES ------<br />
<br />
- Work around for vehicles getting stuck on the marker beacons for capzones in TC. (note that, this is a workaround and not a proper fix, so there might be some maps that still have the problem. Further, some maps might have minor graphical issues where light bulbs are replaced with small floating diamonds.)<br />
- Fix for missing backtorso modifier on XL engine hellhounds.<br />
- Fix for Huit still having engine boost heat.<br />
- Fix for Thor gauss explosion being in the wrong arm.<br />
- Fix for AC2s having too much ammo when first bought.<br />
- Fix for cockpit PPC firing sound not playing properly.<br />
<br />
------ GAMEPLAY -------<br />
<br />
- Added reward for covering teammates with AECM and bonus reward for every enemy narc prevented onto teammates.<br />
- Increased Jump jet fuel across all classes by 5.<br />
- Changed heat generation of all (c)LRMs to 7.5. most launchers were 8.8, but the LRM5s were bugged at 5.7. <br />
- Increased Thunderbolt 10/15/20 heat generation to 100/150/200 from 80/110/140<br />
- Lowered HVAC10 shot pressure (shake) to 500 from 650.<br />
- All tanks now should have deploy function. <br />
- Increased MRM flight speed to 450 from 400. Lowered offset factor (spread) to 1.525 from 1.55). Lowered minimum range to 60m from 65m.<br />
- Air MRMs now share ground MRM's minimum range. (60m from 20m)<br />
- Lowered LBX2 spread from 0.2 to 0.15<br />
<br />
<br />
- Mithras <br />
- Changed massbox and rig YET AGAIN in the endless quest for better drivability.<br />
- Increased turret traversal speed.<br />
<br />
- Kodiak<br />
- Increased base chasis price to 73k.<br />
- Removed debugging JJs present in 0.12.0 causing it to jump further than intended.<br />
<br />
- Sunder<br />
- Removed 20 frames from Landing animation for better responsiveness when landing. <br />
<br />
- Argus<br />
- Increased max reverse speed to 11 from 9.<br />
- Increased maxturnrate to 0.9 from 0.8<br />
- Increased turn acceleration to 2 from 1.8<br />
- Small amount of armor from the side torsos to the arms.<br />
<br />
----- AUDIO -----<br />
<br />
- Warning sounds on HAGs removed to not discourage mag dumping<br />
- More bass for explosion sounds<br />
- Sharp impact for asset explosions (Thunderbird change)<br />
- More bass for arty firing sounds<br />
- Rebalance of vehicle engines aka audible hovers and Huey<br />
- FSBs reorganized, unnecessary folder deleted<br />
<br />
-------- HUD ----------<br />
<br />
- Added minimum range data to missile launcher names in the weapon list. <br />
<br />
</pre><br />
<br />
===0.12.0===<br />
'''Release date:''' 10 April 2020<br><br />
'''Standalone:''' Yes<br><br />
'''Changelog:'''<br><br />
<pre class="mw-collapsible mw-collapsed"><br />
Version 0.12.0<br />
-----------------------------------------<br />
--------- KNOWN ISSUES - 0.12.0 ---------<br />
-----------------------------------------<br />
<br />
------ GAMEPLAY -------<br />
<br />
- 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! :)<br />
- 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.<br />
- The Oro and Rommel cannot turn while reversing. <br />
- Air LBX does not collide with mechlegs<br />
- 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.<br />
- When left empty, each BA SRM tube needs to be manually reloaded (can be initiated by using the fire button)<br />
- BA hardmount MG cannot be fired during SRM reload while the SRM are selected<br />
- BA arm remains in position when hardmount MG is expended - weapon switch clears it<br />
- BA hardmount MG triggers "reloading" state on one of the SRM indicators when they are selected<br />
- BA hardmount MG is not yet textured. <br />
- BA hardmount MG lacks a muzzleflash effect. (it was heavily bugged) Tracers still work properly, however. <br />
- Bpod hit detection remains buggy<br />
<br />
---- GAME SYSTEMS -----<br />
<br />
- Crashes can happen. Workarounds are available in the Troubleshooting guide.<br />
- 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.<br />
<br />
------- AUDIO ---------<br />
<br />
- Due to a hack required for new leg sets and animations to create footstep sounds and footstep effects, all mechs will play one footstep sound anytime they come to a complete stop even though they are not moving.<br />
- For as of yet unknown reasons a wrong missile locking sound plays that is very hard to hear, if the asset possesses two or more different missile systems first the wrong sound plays until the system with lower lock time<br />
confirms the lock and after that actually the correct one plays. In this situation for each system a lock confirmation sound will play. This will be fixed in an upcoming update.<br />
<br />
-------- MAPS ---------<br />
<br />
- TC_Palisades: Both ASF factories will only build one ASF at a time.<br />
- TC_Tukayyid trees may still cause some convergence issues when aiming directly at them. We are working on a permanent solution to this, but the most prominent issue with the trees has been resolved<br />
- TC_Scorched on low settings may cause blinding issues in the water<br />
<br />
-------- HUD ----------<br />
<br />
- Certain HUD elements might overlap other UI elements.<br />
- BA SRM ammo counter does not update until the weapon was selected and the reload on them was triggered once<br />
- There is a hang up in frames when you switch targets when using the tank HUD.<br />
<br />
------ CONTROLS -------<br />
<br />
- 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<br />
<br />
-----------------------------------------<br />
------------- VERSION 0.12.0 ------------<br />
-----------------------------------------<br />
<br />
------ BUG FIXES ------<br />
<br />
- Fixed floating LAMS on Thanatos Torso.<br />
- Possible fix for missiles locked onto the Xerxes flying over it rather than into it. (needs testing)<br />
- Fixed issues with highjacking mechs even though they had destroyed head armor. <br />
- Missile locking plays correct locking sound on assets with different missile systems and lock timings. <br />
- Recovered 3 missing Betty messages and the redzone alarm klaxon.<br />
<br />
---- GAME SYSTEMS -----<br />
<br />
- Narcs will no longer activate when hitting friendlies. <br />
- Reduced damage transfer rate from destroyed back torsos in mechs with STD engines from 3x to 1.5x.<br />
- Removed boost heat generation from all tanks. <br />
- Improved max reverse speed for most tanks.<br />
- Reduced light knietic modifier against hovercraft from 1.3x to 1.2x<br />
- Tweaked Hawkmoth, Donar, and Avar base chassis prices to smooth out variant availability at first few ranks. <br />
- Cbill transfer timer will not start if the transfer failed.<br />
- All tanks which can deploy now have a deploy time of 1 second from instant. <br />
<br />
------ GAMEPLAY -------<br />
<br />
- New Assets<br />
- New Clan Assault mech Kodiak (100t); 16 ticket cost; tier 15.<br />
- New IS Assault mech Sunder (90t); 13 ticket cost; tier 14.<br />
<br />
<br />
- Weapons<br />
- Reduced reload time for Air_RACs from 10 seconds to 3 (mostly relevant for hawkmoths).<br />
- Reduced lock on time for Clan LRM-5 to 1.85 seconds from 2.<br />
- Reduced Clan ERPPC cost from 11.5k to 11k.<br />
- Reduced AC5 Rate of Fire from 12.5 to 11. <br />
- Increased AC5 cost to 4k from 3750<br />
- Increased UAC5 cost to 4.5k from 4250<br />
- Increased LBX5 cost to 4.5k from 4k<br />
- Increased Clan UAC2 cost to 3.2k from 2.7k<br />
- Increased Clan LBX5 cost to 4.5k from 4.2k<br />
- Reduced Snub nose thumper gravity to 14 from 19.<br />
<br />
- Commando<br />
- Increased torso bobbing in animations.<br />
- Reduced tier from 3 to 1<br />
<br />
- Hellhound<br />
- Increased torso bobbing in animations.<br />
<br />
- Morrigu<br />
- Reduced base chassis price by 6k.<br />
- Reduced ticket cost from 12 to 10.<br />
- Reduced tier from 15 to 12.<br />
- Reworked mass box, increased engine power, and improved steering and acceleration. The morrigu is 80 tons, not 100. <br />
- Improved turret turn speed.<br />
- Removed dreaded D variant for breaking build rules (Mars tank is next patch, but doing this early because I didn't want to work on both at the same time :P)<br />
- Atlas<br />
- Reduced head and arm armor and increased right torso armor.<br />
- Increased torso turn speed to 80 from 76.<br />
- Improved turn speed and turn rate.<br />
- Moved gun mounts on arms from below the fists to above them for better usability. <br />
<br />
- Fafnir<br />
- Reduced turn rate acceleration slightly <br />
<br />
- Daishi<br />
- Reduced turn rate acceleration<br />
<br />
- Rifleman<br />
- Reduced overall size of both legs and torso by 15% on all axis. Moved the radar closer to the body. Reworked all hitboxes.<br />
<br />
- Loki<br />
- Moved chassis to FF armor to improve overall protection. <br />
- Added one free LAMS to all variants, those which had one already now have two.<br />
<br />
- Mithras<br />
- Reduced turret turn penalty when damaged.<br />
<br />
- Awesome<br />
- Reduced Tier to 12 from 13.<br />
<br />
- Mauler<br />
- Increased Tier to 13 from 11.<br />
<br />
- Bushwacker <br />
- Reduced ticket cost to 7 from 8<br />
<br />
- Avatar<br />
- Increased ticket cost to 10 from 9.<br />
<br />
- Hephaestus<br />
- Increased ticket cost to 3 from 2.<br />
<br />
----- AUDIO ------<br />
<br />
- Tanks and Hovercraft now have an appropriate deploy and undeploy sound.<br />
- HE and Cluster Bomb have an improved drop sound and the Laser-guided Bomb has a unique launch sound.<br />
- Bass boost for all AC10 and 20s (HVAC10 was fine).<br />
<br />
----- VISUAL -----<br />
<br />
-Laser-guided Bomb no longer uses arrow vfx<br />
<br />
------- UI -------<br />
<br />
- Missiles no longer lock when ammo is empty.<br />
- Missile lock will not be maintained when reserve ammo tons are loading.<br />
<br />
------ MISC ------<br />
<br />
- Reworked entire file structure in pak files in order to clean out old unused files and prevent old files from overwriting newer versions. <br />
- New server Cvars for logging tickets and purchases.<br />
- New credits added.<br />
- Updated loading screen tips.<br />
<br />
</pre><br />
===0.11.4===<br />
'''Release date:''' 19 January 2020<br><br />
'''Standalone:''' Yes<br><br />
'''Changelog:'''<br><br />
<pre class="mw-collapsible mw-collapsed"><br />
Version 0.11.4<br />
-----------------------------------------<br />
--------- KNOWN ISSUES - 0.11.4 ---------<br />
-----------------------------------------<br />
<br />
------ GAMEPLAY -------<br />
<br />
- 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! :)<br />
- 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.<br />
- The Oro and Rommel cannot turn while reversing. <br />
- Air LBX does not collide with mechlegs<br />
- 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.<br />
- When left empty, each BA SRM tube needs to be manually reloaded (can be initiated by using the fire button)<br />
- BA hardmount MG cannot be fired during SRM reload while the SRM are selected<br />
- BA arm remains in position when hardmount MG is expended - weapon switch clears it<br />
- BA hardmount MG triggers "reloading" state on one of the SRM indicators when they are selected<br />
- BA hardmount MG is not yet textured. <br />
- BA hardmount MG lacks a muzzleflash effect. (it was heavily bugged) Tracers still work properly, however. <br />
- Bpod hit detection remains buggy<br />
<br />
---- GAME SYSTEMS -----<br />
<br />
- Crashes can happen. Workarounds are available in the Troubleshooting guide.<br />
- 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.<br />
<br />
------- AUDIO ---------<br />
<br />
- Due to a hack required for new leg sets and animations to create footstep sounds and footstep effects, all mechs will play one footstep sound anytime they come to a complete stop even though they are not moving.<br />
- For as of yet unknown reasons a wrong missile locking sound plays that is very hard to hear, if the asset possesses two or more different missile systems first the wrong sound plays until the system with lower lock time<br />
confirms the lock and after that actually the correct one plays. In this situation for each system a lock confirmation sound will play. This will be fixed in an upcoming update.<br />
<br />
-------- MAPS ---------<br />
<br />
- TC_Palisades: Both ASF factories will only build one ASF at a time.<br />
- TC_Tukayyid trees may still cause some convergence issues when aiming directly at them. We are working on a permanent solution to this, but the most prominent issue with the trees has been resolved<br />
- TC_Scorched on low settings may cause blinding issues in the water<br />
<br />
-------- HUD ----------<br />
<br />
- Certain HUD elements might overlap other UI elements.<br />
- BA SRM ammo counter does not update until the weapon was selected and the reload on them was triggered once<br />
- There is a hang up in frames when you switch targets when using the tank HUD.<br />
<br />
------ CONTROLS -------<br />
<br />
- 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<br />
<br />
-----------------------------------------<br />
------------- VERSION 0.11.4 ------------<br />
-----------------------------------------<br />
<br />
-------- HOTFIX -------<br />
<br />
- Fixed large missile launchers not being destroyed on left arm of hellhound<br />
- Fixed wrong resources load order<br />
- Fixed 3d AC sound events being to low in the mix, also for gauss and lightgauss<br />
- Mastered explosion source for max volume since they still have trouble pushing through<br />
<br />
-------- HUD ----------<br />
<br />
- Buymenu is now sorted by tonnage, then techbase consistently for all assets. <br />
<br />
------ GAMEPLAY -------<br />
<br />
- New Assets<br />
- New IS heavy mech Marauder (75t); 12 ticket cost; tier 13.<br />
<br />
- New Snub-Nose Thumper Cannon weapon; a slower ROF, half velocity, double bullet drop, version of the Thumper Artillery which does not need to stop and deploy to fire.<br />
<br />
- Weapons<br />
- Hmgun and Mguns reworked.<br />
- Hmgun damage 13 -> 14, damage dropoff begins at 250 from 200, overheat time increased to 8 seconds.<br />
- Mgun damage type from lightkinetic to kinetic (making it marginally worse against ASF, worse against tanks, marginally better against BA), ROF decreased to 1000 from 1200, dropoff distance begins at 250m from 400m.<br />
- AC10 max range increased to ~700m from ~650m, optimal range increased from 600m to 650m, damage dropoff 1.5 damage per meter beginning at 650, resulting in a 75% strength shot at 700m.<br />
- AC10 increased outer splash radius from 2.6 to 2.8.<br />
- HVAC10 changed from light to heavy kinetic in weapon xml (ammo always had heavy so unclear if this will change anything).<br />
- HVAC10 shake decreased to 650 from 785.<br />
- HVAC2 now has shake and splash like the AC2 does, decreased heat per shot from 2.3 to 2.1<br />
- AC5 Increased heat per shot to 3 from 1, decreased ROF from 13 to 12.5<br />
- AC5 price increased to 3750, from 3000<br />
- Large Pulse Laser price decreased to 5500, from 6000<br />
- RAC2 price decreased to 7000 from 7500<br />
- Laser Guided Bombs will now follow the reticule when no TAG or NARC is available, increased turn speed to 25, from 20.(this makes them viable at long ranges without spotters while removes their ability to dumb fire and pull up at close ranges)<br />
- Increased Arrow IV heat from 55 to 60.<br />
- Reverted Arrow IV turn speed from 35 back to 30 (this was meant to help minimum range but made them too good at tracking faster targets).<br />
- eATM heat per shot decreased from 14 to 11.<br />
<br />
- Mithras<br />
- yet more drivechange and massbox changes (work in progress)<br />
<br />
- Catapult <br />
- XL engine base chassis cost decreased by 1.3k<br />
- Decreased head hitbox size by 0.1m on the x-axis<br />
<br />
- Locust IIC<br />
- fix for typo on tier listing preventing it from counting in the correct tier (3)<br />
<br />
- Uller<br />
- Ticket cost increased to 3 from 2.<br />
<br />
---- VISUALS -----<br />
<br />
- New Novacat cockpit art (been finished for ages but kept forgetting to include it.<br />
- LBX 5 to 20 (air and ground) muzzleflashes replaced because the current ones heavily bleed into the inside of the cockpit<br />
<br />
----- AUDIO ------<br />
<br />
- Fix for a few explosion visuals having no sound<br />
- Added a bit more variation to explosions<br />
- Changed medium and small pulse laser sound to be more in line with large<br />
- Small full auto acs and machine guns receive duplicate weapon xmls for sound balancing reasons (machine gun, heavy machine gun, clan and is uac2, air uac 2 and 5, rac2 and 5, air rac2)<br />
- Removed 2 unnecessary fsbs, converted unneeded stereo sources to mono, various other opimizations<br />
- Temporary fix for mech engine sound parameter until code work can be done<br />
- Overall sound balance changes<br />
<br />
------- UI -------<br />
<br />
- Eject warning replaced with engine damage warning to discourage ejecting<br />
</pre><br />
<br />
===0.11.3===<br />
'''Release date:''' 27 December 2019<br><br />
'''Standalone:''' Yes<br><br />
'''Changelog:'''<br><br />
<pre class="mw-collapsible mw-collapsed"><br />
Version 0.11.3<br />
-----------------------------------------<br />
--------- KNOWN ISSUES - 0.11.3 ---------<br />
-----------------------------------------<br />
<br />
------ GAMEPLAY -------<br />
<br />
- 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! :)<br />
- 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.<br />
- The Oro and Rommel cannot turn while reversing. <br />
- Air LBX does not collide with mechlegs<br />
- 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.<br />
- When left empty, each BA SRM tube needs to be manually reloaded (can be initiated by using the fire button)<br />
- BA hardmount MG cannot be fired during SRM reload while the SRM are selected<br />
- BA arm remains in position when hardmount MG is expended - weapon switch clears it<br />
- BA hardmount MG triggers "reloading" state on one of the SRM indicators when they are selected<br />
- BA hardmount MG is not yet textured. <br />
- BA hardmount MG lacks a muzzleflash effect. (it was heavily bugged) Tracers still work properly, however. <br />
- Bpod hit detection remains buggy<br />
<br />
---- GAME SYSTEMS -----<br />
<br />
- Crashes can happen. Workarounds are available in the Troubleshooting guide.<br />
- 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.<br />
<br />
------- AUDIO ---------<br />
<br />
- Due to a hack required for new leg sets and animations to create footstep sounds and footstep effects, all mechs will play one footstep sound anytime they come to a complete stop even though they are not moving.<br />
- For as of yet unknown reasons a wrong missile locking sound plays that is very hard to hear, if the asset possesses two or more different missile systems first the wrong sound plays until the system with lower lock time<br />
confirms the lock and after that actually the correct one plays. In this situation for each system a lock confirmation sound will play. This will be fixed in an upcoming update.<br />
<br />
-------- MAPS ---------<br />
<br />
- TC_Palisades: Both ASF factories will only build one ASF at a time.<br />
- TC_Tukayyid trees may still cause some convergence issues when aiming directly at them. We are working on a permanent solution to this, but the most prominent issue with the trees has been resolved<br />
- TC_Scorched on low settings may cause blinding issues in the water<br />
<br />
-------- HUD ----------<br />
<br />
- Certain HUD elements might overlap other UI elements.<br />
- BA SRM ammo counter does not update until the weapon was selected and the reload on them was triggered once<br />
- There is a hang up in frames when you switch targets when using the tank HUD.<br />
<br />
------ CONTROLS -------<br />
<br />
- 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<br />
<br />
-----------------------------------------<br />
------------- VERSION 0.11.3 ------------<br />
-----------------------------------------<br />
<br />
-------- HUD ----------<br />
<br />
- Buymenu is now sorted by tonnage, then techbase consistently for all assets. <br />
<br />
------ GAMEPLAY -------<br />
<br />
- New Assets<br />
<br />
- New IS heavy mech Marauder (75t); 12 ticket cost; tier 13.<br />
<br />
- New Snub-Nose Thumper Cannon weapon; a slower ROF, half velocity, double bullet drop, version of the Thumper Artillery which does not need to stop and deploy to fire.<br />
<br />
- Weapons<br />
<br />
- Hmgun and Mguns reworked.<br />
- Hmgun damage 13 -> 14, damage dropoff begins at 250 from 200, overheat time increased to 8 seconds.<br />
- Mgun damage type from lightkinetic to kinetic (making it marginally worse against ASF, worse against tanks, marginally better against BA), ROF decreased to 1000 from 1200, dropoff distance begins at 250m from 400m.<br />
- AC10 max range increased to ~700m from ~650m, optimal range increased from 600m to 650m, damage dropoff 1.5 damage per meter beginning at 650, resulting in a 75% strength shot at 700m.<br />
- AC10 increased outer splash radius from 2.6 to 2.8.<br />
- HVAC10 changed from light to heavy kinetic in weapon xml (ammo always had heavy so unclear if this will change anything).<br />
- HVAC10 shake decreased to 650 from 785.<br />
- HVAC2 now has shake and splash like the AC2 does, decreased heat per shot from 2.3 to 2.1<br />
- AC5 Increased heat per shot to 3 from 1, decreased ROF from 13 to 12.5<br />
- AC5 price increased to 3750, from 3000<br />
- Large Pulse Laser price decreased to 5500, from 6000<br />
- RAC2 price decreased to 7000 from 7500<br />
- Laser Guided Bombs will now follow the reticule when no TAG or NARC is available, increased turn speed to 25, from 20.(this makes them viable at long ranges without spotters while removes their ability to dumb fire and pull up at close ranges)<br />
- Increased Arrow IV heat from 55 to 60.<br />
- Reverted Arrow IV turn speed from 35 back to 30 (this was meant to help minimum range but made them too good at tracking faster targets).<br />
- eATM heat per shot decreased from 14 to 11.<br />
<br />
- Mithras<br />
- yet more drivechange and massbox changes (work in progress)<br />
<br />
- Catapult <br />
- XL engine base chassis cost decreased by 1.3k<br />
- Decreased head hitbox size by 0.1m on the x-axis<br />
<br />
- Locust IIC<br />
- fix for typo on tier listing preventing it from counting in the correct tier (3)<br />
<br />
- Uller<br />
- Ticket cost increased to 3 from 2.<br />
<br />
---- VISUALS -----<br />
<br />
- New Novacat cockpit art (been finished for ages but kept forgetting to include it.<br />
- LBX 5 to 20 (air and ground) muzzleflashes replaced because the current ones heavily bleed into the inside of the cockpit<br />
<br />
----- AUDIO ------<br />
<br />
- Fix for a few explosion visuals having no sound<br />
- Added a bit more variation to explosions<br />
- Changed medium and small pulse laser sound to be more in line with large<br />
- Small full auto acs and machine guns receive duplicate weapon xmls for sound balancing reasons (machine gun, heavy machine gun, clan and is uac2, air uac 2 and 5, rac2 and 5, air rac2)<br />
- Removed 2 unnecessary fsbs, converted unneeded stereo sources to mono, various other opimizations<br />
- Temporary fix for mech engine sound parameter until code work can be done<br />
- Overall sound balance changes<br />
<br />
------- UI -------<br />
<br />
- Eject warning replaced with engine damage warning to discourage ejecting<br />
</pre><br />
<br />
===0.11.2===<br />
'''Release date:''' 10 August 2019<br><br />
'''Standalone:''' Yes<br><br />
'''Changelog:'''<br><br />
<pre class="mw-collapsible mw-collapsed"><br />
Version 0.11.2<br />
-----------------------------------------<br />
--------- KNOWN ISSUES - 0.11.2 ---------<br />
-----------------------------------------<br />
<br />
------ GAMEPLAY -------<br />
<br />
- 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! :)<br />
- 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.<br />
- The Oro and Rommel cannot turn while reversing. <br />
- Air LBX does not collide with mechlegs<br />
- 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.<br />
- When left empty, each BA SRM tube needs to be manually reloaded (can be initiated by using the fire button)<br />
- BA hardmount MG cannot be fired during SRM reload while the SRM are selected<br />
- BA arm remains in position when hardmount MG is expended - weapon switch clears it<br />
- BA hardmount MG triggers "reloading" state on one of the SRM indicators when they are selected<br />
- BA hardmount MG is not yet textured. <br />
- BA hardmount MG lacks a muzzleflash effect. (it was heavily bugged) Tracers still work properly, however. <br />
- Bpod hit detection remains buggy<br />
<br />
---- GAME SYSTEMS -----<br />
<br />
- Crashes can happen. Workarounds are available in the Troubleshooting guide.<br />
- 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.<br />
<br />
------- AUDIO ---------<br />
<br />
- Due to a hack required for new leg sets and animations to create footstep sounds and footstep effects, all mechs will play one footstep sound anytime they come to a complete stop even though they are not moving.<br />
<br />
<br />
-------- MAPS ---------<br />
<br />
- TC_Palisades: Both ASF factories will only build one ASF at a time.<br />
- TC_Tukayyid trees may still cause some convergence issues when aiming directly at them. We are working on a permanent solution to this, but the most prominent issue with the trees has been resolved<br />
- TC_Scorched on low settings may cause blinding issues in the water<br />
<br />
-------- HUD ----------<br />
<br />
- Certain HUD elements might overlap other UI elements.<br />
- BA SRM ammo counter does not update until the weapon was selected and the reload on them was triggered once<br />
- There is a hang up in frames when you switch targets when using the tank HUD.<br />
<br />
------ CONTROLS -------<br />
<br />
- 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<br />
<br />
-----------------------------------------<br />
------------- VERSION 0.11.2 ------------<br />
-----------------------------------------<br />
<br />
------ BUG FIXES ------<br />
<br />
- Volume of footstep sounds for Commando, Locust and Hellhound now in line with the other mechs of their respective weight class<br />
- Naming error fixed for AC impacts, which probably prevented proper distance attenuation<br />
- General rebalance and playback priority changes for Missile explosion sounds as they overshadowed nearly everything else.<br />
- Plugged some holes in the Thanatos cockpit area created during resize<br />
- Improved floaty animations on the Commando and Hellhound so that they bob like older mechs. <br />
- Decreased shine on UV camo to prevent glowing at long distances. <br />
<br />
---- GAME SYSTEMS -----<br />
<br />
- Kill bonus reduced from 4000 to 1000 to try and slow down runaway assist money acclerating economy.<br />
- Increased bonus per rank difference from 100 to 150.<br />
<br />
-------- HUD ----------<br />
<br />
- Added ticket costs to buy menu descriptions.<br />
<br />
------ GAMEPLAY -------<br />
<br />
- Decreased heat per pulse on Small Pulse lasers (IS and Clan) from 3.98 to 3<br />
- Decreased BattleArmor Micro Heavy Laser range from 125m to 80m<br />
- Increased BattleArmor Small Pulse Laser damage per pulse from 47 to 49.<br />
- Increased BattleArmor Medium Machine Gun damage to 20 from 17, dropped damage dropoff range from 300m to 50m.<br />
<br />
- Locust IIC<br />
- Scaled down Locist IIC torso by ~10%<br />
- Increased armor on close range variants.<br />
- Decreased ticket cost from 3 to 2.<br />
- Decreased tier from 4 to 3.<br />
- Added back 5 degrees to pitch down (WARNING YOU WILL SEE LEG CLIPPING AT SOME ANGLES)<br />
<br />
- Hellhound<br />
- Decreased ticket cost from 8 to 7.<br />
- Decreased tier from 8 to 7.<br />
<br />
------ MAPS ------<br />
<br />
- TC_Tukayyid<br />
- Reduced the object count<br />
- Reduced small vegetation draw distance for lower viewspecs<br />
- Fixed missing IS banner textures<br />
- Replaced a problematic tree type<br />
<br />
- TC_Scorched<br />
- Fixed problem where IS dropship would stop working<br />
- Fixed repair problem with IS dropship<br />
- Added some cover near center outpost<br />
-Fixed dynamic heat effects<br />
- Fixed steam particles not rendering properly<br />
- Significantly reduced heat bloom effects<br />
- Fixed problematic Warship areas<br />
</pre><br />
===0.11.1===<br />
'''Release date:''' 26 July 2019<br><br />
'''Standalone:''' Yes<br><br />
'''Changelog:'''<br><br />
<pre class="mw-collapsible mw-collapsed"><br />
Version 0.11.1<br />
-----------------------------------------<br />
------------- VERSION 0.11.1 ------------<br />
-----------------------------------------<br />
<br />
------ BUG FIXES ------<br />
<br />
- Fixed killing players ranked above Point Commander or Major not awarding extra Cbills.<br />
- Normalized the amount of cbills you get on a kill or assist per rank above you the victim was.<br />
This means that cbill progression should be more linear and not a weird bellcurve like it used to be relative to the rank of the other team. <br />
- Adjusted aiming ability and damage on new ERPPC turret. <br />
</pre><br />
===0.11.0===<br />
'''Release date:''' 25 July 2019<br><br />
'''Standalone:''' Yes<br><br />
'''Changelog:'''<br><br />
<pre class="mw-collapsible mw-collapsed"><br />
Version 0.11.0<br />
-----------------------------------------<br />
--------- KNOWN ISSUES - 0.11.0 ---------<br />
-----------------------------------------<br />
<br />
------ GAMEPLAY -------<br />
<br />
- 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! :)<br />
- 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.<br />
- The Oro and Rommel cannot turn while reversing. <br />
- Air LBX does not collide with mechlegs<br />
- 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.<br />
- When left empty, each BA SRM tube needs to be manually reloaded (can be initiated by using the fire button)<br />
- BA hardmount MG cannot be fired during SRM reload while the SRM are selected<br />
- BA arm remains in position when hardmount MG is expended - weapon switch clears it<br />
- BA hardmount MG triggers "reloading" state on one of the SRM indicators when they are selected<br />
- BA hardmount MG is not yet textured. <br />
- BA hardmount MG lacks a muzzleflash effect. (it was heavily bugged) Tracers still work properly, however. <br />
- Bpod hit detection remains buggy<br />
<br />
---- GAME SYSTEMS -----<br />
<br />
- Crashes can happen. Workarounds are available in the Troubleshooting guide.<br />
- 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.<br />
<br />
------- AUDIO ---------<br />
- Due to a hack required for new leg sets and animations to create footstep sounds and footstep effects, all mechs will play one footstep sound anytime they come to a complete stop even though they are not moving.<br />
- Footstep sounds on the locust and commando are present but very quiet.<br />
<br />
<br />
-------- MAPS ---------<br />
<br />
- TC_Palisades: Both ASF factories will only build one ASF at a time.<br />
<br />
-------- HUD ----------<br />
<br />
- Certain HUD elements might overlap other UI elements.<br />
- BA SRM ammo counter does not update until the weapon was selected and the reload on them was triggered once<br />
- There is a hang up in frames when you switch targets when using the tank HUD.<br />
<br />
------ CONTROLS -------<br />
<br />
- 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<br />
<br />
-----------------------------------------<br />
------------- VERSION 0.11.0 ------------<br />
-----------------------------------------<br />
<br />
------ BUG FIXES ------<br />
<br />
------ GAMEPLAY -------<br />
- Moved GECM on Shiva A to airGECM rather than ground based.<br />
- Cleaned up some lua script errors reguarding buyzones and entering vehicles.<br />
- Fixed some issues with ticket decrement ramp up.<br />
- Adjusted vulture torso material slightly to match up with the legs a bit better.<br />
- Included extra armor for some hawkmoth variants which had the tonnage set aside for it<br />
- Floating barrels on Partisan D fixed.<br />
- Removed phantom mascing sounds from Raven. <br />
- Rommel E should now has increased top speed its larger engine was supposed to provide.<br />
- StripeGreenBlack camo now has actual black stripes instead of ugly brown ones.<br />
- Fixed BA jumpjets jumping in the wrong direction if you used up all the fuel.<br />
<br />
<br />
------- AUDIO ---------<br />
- Fixed issue with Air UAC 5 playing at max volume across the entire map.<br />
- IS ER Small Laser doesn't sound like the Large Laser to a third person anymore.<br />
<br />
------- VISUAL --------<br />
- Wrong particle effect for BA PPC and Light PPC fixed.<br />
<br />
<br />
---- GAME SYSTEMS -----<br />
<br />
- Increased base cbill reward for killing a BA to 4000 from 1000.<br />
- Added sv_ticket_decrement_rampup_rate as a sever cvar for tweaking.<br />
<br />
- Ground based MRMs now function similar to their Air based cousins.<br />
As a last resort to try and find out why the hit detection is so much worse on MRMs than any other missiles, we've removed the fly by wire tracking to see if this helps the issue.<br />
In return MRMs have decreased spread and double their flight speed. However, to prevent overwhelming performance at pointblank range (where SRMs should be taking over) their minumum arming range has been increased to 65m.<br />
If this does not help either, wire guidance may make a return.<br />
<br />
- Removed raise animation from BA Recoilless Rifle <br />
<br />
- Point Defense System<br />
- Doubled HP of PDS to prevent annoying early fire death.<br />
- increased damage to 2.<br />
- increased detection from 160m to 180m<br />
- enabled prediction for better hitrate against fast moving BA (not sure how much it will help)<br />
<br />
- Laser Anti Missile System<br />
- LAMS now requires active radar to function. <br />
<br />
- Medium BattleArmor (Longinius and Elemental) health and armor regen delay normalized to 10 seconds,health and armor regen persecond while moving normalized to 6 seconds, and 12 seconds while stationary. <br />
<br />
------ GAMEPLAY -------<br />
<br />
- New Assets<br />
- New Clan light mech Locust IIC (25t)<br />
- New Clan medium mech Hellhound[Conjurer] (50t)<br />
- New IS light mech Commando (25t)<br />
<br />
- New Heavy Machine Gun weapon for both Clan and IS assets. <br />
High damage at very low tonnage and heat, but with extremely limited range. Damage drop off beginning at 200m until dying completely at 400m. <br />
<br />
- New Maps <br />
- SA_Gladiator<br />
- TC_Tukayyid<br />
- TC_Scorched <br />
<br />
- Weapons<br />
<br />
- Increased Air_Thunderbolt damage by ~33% against ground targets. Damage against air targets unchanged.<br />
- AC10 explosion radius now matches the AC20.<br />
- AC5 explosion radius now matches the old AC10.<br />
- Increased the cost on Air_LBXes (the 5 and 10 signifigantly).<br />
- Decreased core splash radius on Air LBX2 and 5 by 33%.<br />
- Decreased heat from each Arrow IV missile from 75 to 55.<br />
- Decreased manual lock time on Arrow IV missile from 16 to 10 seconds (4 to 2.5 seconds when crouched or deployed)<br />
- Increased hitpoints on Arrow IV missiles from 210 to 240 against LAMS.<br />
- Increased turn speed on Arrow IV missiles from 30 to 35. <br />
- Increased core splash radius of LPPC and slightly increased screenshake amount. Also increased size of hit particle for better visual feedback.<br />
- Decreased hitpoints on Thunderbolts from 140 to 130.<br />
- Increased maximum effective range of the UAC2 from 1200m to 1250m<br />
- Increased time to overheat on UAC2 from 8 to 10 seconds.<br />
- Decreased AC2 damage from 28 to 23 primary and from 20 to 5 secondary damage. (overall damges were not well taken into account when splash was introduced resulting in overperformance)<br />
- Increased AC5 damage from 65 to 75 primary and from 45 to 50 secondary damage.<br />
- Normalized mechbased CLRM lock time to 2 seconds (CRLM10 lock time) on all launcher sizes. (this is to help the larger salvos while nerfing LRM5 cheese spam.)<br />
- Increased Light Gauss damage from 650 to 700.<br />
- Decreased Mgun spread from .05 to .04<br />
- Increased Bpod damage from 250 to 280.<br />
- Increased HVAC/10 cost from 9k to 11k.<br />
- Decreased UAC/20 heat per shot from 34 to 28 to bring itnto better alignment with the UAC10.<br />
<br />
- Battle Armor weapons<br />
<br />
- Removed recoil and spread from BA SRMs.<br />
- Increased damage from Recoillless Rifle from 400 to 450.<br />
- Increased Grenade Launcher flight speed and outer splash damage. Moved damage type from heavykinetic to energy. Added impulse when firing.<br />
- Greatly decreased Inner splash on MPPC and decreased shake amount, slightly decreased overall damage.<br />
- Decreased speed and lifetime of BA based SRMs.<br />
- Decreased MircoHeavyLaser range from 175m to 125m.<br />
<br />
- Longtom<br />
- Increased maximum turret yaw from 45 degrees to 50.<br />
- Added 0.85 missile modifier (similar to VTOLs) to give the Longtom some extra protection against aircraft and missile fire.<br />
- Sped up animation for deploy and undeploy (unclear if this will actually trigger however)<br />
- Increased inner splash radius to make up ~75% of the total area from ~66%<br />
- Increased outer splash radius on standard and short range ammos for better overall hit consisitency with the long range.<br />
- Decreased heat by 100 per ammo class. <br />
- Decreased ticket cost from 9 to 8<br />
- Increased fire rate on the long and standard ammos to match short range. <br />
- Huit<br />
- Small improvements to drivability.<br />
- Decreased ticket cost from 9 to 8<br />
<br />
- Epona<br />
- Decreased Epona base chassis cost by 3.4k<br />
<br />
- Mithras<br />
- Decreased base chassis cost by 3k<br />
- Tweaked mass box and wheel structure to help combat stopping randomly on map seams. <br />
<br />
- Oro<br />
- Decreased Oro base chassis cost by 8.9k (stock has split 3to1!) <br />
- Decreased ticket cost from 7 to 5<br />
<br />
- Partisan<br />
- Increased base chassis cost for all ICE based partisans by 7.5k.<br />
- Increased ticket cost from 4 to 5<br />
- Goblin <br />
- Decreased ticket cost from 4 to 3.<br />
<br />
- Chimera<br />
- Engine rating reduced to 86kph from 97kph. <br />
- Base armor increased to 8 tons.<br />
- A few extra tons freed up from engine decreased spent on additional armor and weapons.<br />
- Base chassis cost decreased by 2k.<br />
- Moved more armor to missile torso.<br />
<br />
- Mauler <br />
- Increased reverse speed on Mauler again.<br />
- Base chassis cost decreased by 2k.<br />
<br />
- SparrowHawk<br />
- Increased ticket cost from 2 to 3.<br />
<br />
- Loki<br />
- Decreased base chassis cost by 2k.<br />
- Build rule change: All electronics (including LAMS) are half cost. <br />
- All Lokis now come with free Eoptics. <br />
<br />
- Catapult<br />
- Decreased base chassis cost by 2k.<br />
<br />
- Uziel<br />
- Decreased the physical size of the Uziel torso on the X axis by ~20%, resulting in a smaller profile and appearance closer to that of a 50 ton mech rather than a 55 ton. Hit boxes have been reduced to match.<br />
- Increased base chassis cost by 5k.<br />
<br />
- Morrigu<br />
- Repainted standard paint scheme from black to metal grey to allow for camos to actually show up.<br />
<br />
------ GAME FLOW ------<br />
<br />
- Locust IIC ticket cost set at 3 tickets.<br />
- Commando ticket cost set at 2 tickets.<br />
- Hellhound ticket cost set at 8 tickets.<br />
<br />
- Tier List Changes<br />
Chevy 4->2<br />
Mithras 2->1<br />
Commando 3<br />
Harasser 1->2<br />
LocustIIC 4<br />
Hellhound 8<br />
Partisan 5->6<br />
Oro 9->6<br />
<br />
----- AUDIO ------<br />
- All missiles get engine sounds with increased audible range, differying by missile type<br />
- No more audio stealth for VTOLS<br />
- New weapons sound for Heavy Machine Gun<br />
<br />
---- VISUALS -----<br />
- New effect for BPOD explosion<br />
<br />
------ MAPS ------<br />
<br />
- Reverted TC_IvoryTower to 8-bay forward hangars<br />
- Dune: fixed terrain clipping in Clan main hangar <br />
- Harvest: Added extra AA turrets to main airbases <br />
- Outskirts: Attempt to fix the issue when rep/rearm stops working after nukes near center/north/south bases<br />
</pre><br />
===0.10.3===<br />
'''Release date:''' 8 January 2019<br><br />
'''Standalone:''' Yes<br><br />
'''Changelog:'''<br><br />
<pre class="mw-collapsible mw-collapsed"><br />
Version 0.10.3<br />
-----------------------------------------<br />
--------- KNOWN ISSUES - 0.10.3 ---------<br />
-----------------------------------------<br />
<br />
------ GAMEPLAY -------<br />
<br />
- 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! :)<br />
- 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.<br />
- The Oro and Rommel cannot turn while reversing. <br />
- Air LBX does not collide with mechlegs<br />
- 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.<br />
- When left empty, each BA SRM tube needs to be manually reloaded (can be initiated by using the fire button)<br />
- BA hardmount MG cannot be fired during SRM reload while the SRM are selected<br />
- BA arm remains in position when hardmount MG is expended - weapon switch clears it<br />
- BA hardmount MG triggers "reloading" state on one of the SRM indicators when they are selected<br />
- BA hardmount MG is not yet textured. <br />
- BA hardmount MG lacks a muzzleflash effect. (it was heavily bugged) Tracers still work properly, however. <br />
<br />
---- GAME SYSTEMS -----<br />
<br />
- Crashes can happen. Workarounds are available in the Troubleshooting guide.<br />
- 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.<br />
<br />
-------- MAPS ---------<br />
<br />
- TC_Palisades: Both ASF factories will only build one ASF at a time.<br />
<br />
-------- HUD ----------<br />
<br />
- Certain HUD elements might overlap other UI elements.<br />
- BA SRM ammo counter does not update until the weapon was selected and the reload on them was triggered once<br />
<br />
------ CONTROLS -------<br />
<br />
- 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<br />
<br />
-----------------------------------------<br />
------------- HOTFIX 0.10.3 ------------<br />
-----------------------------------------<br />
<br />
------ BUG FIXES ------<br />
<br />
- Prevented special characters from being used in player nicknames<br />
- This is needed to fix a known crash<br />
</pre><br />
===0.10.2===<br />
'''Release date:''' 5 January 2019<br><br />
'''Standalone:''' Yes<br><br />
'''Changelog:'''<br><br />
<pre class="mw-collapsible mw-collapsed"><br />
Version 0.10.2<br />
-----------------------------------------<br />
--------- KNOWN ISSUES - 0.10.2 ---------<br />
-----------------------------------------<br />
<br />
------ GAMEPLAY -------<br />
<br />
- 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! :)<br />
- 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.<br />
- The Oro and Rommel cannot turn while reversing. <br />
- Air LBX does not collide with mechlegs<br />
- 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.<br />
- When left empty, each BA SRM tube needs to be manually reloaded (can be initiated by using the fire button)<br />
- BA hardmount MG cannot be fired during SRM reload while the SRM are selected<br />
- BA arm remains in position when hardmount MG is expended - weapon switch clears it<br />
- BA hardmount MG triggers "reloading" state on one of the SRM indicators when they are selected<br />
- BA hardmount MG is not yet textured. <br />
- BA hardmount MG lacks a muzzleflash effect. (it was heavily bugged) Tracers still work properly, however. <br />
<br />
---- GAME SYSTEMS -----<br />
<br />
- Crashes can happen. Workarounds are available in the Troubleshooting guide.<br />
- 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.<br />
<br />
-------- MAPS ---------<br />
<br />
- TC_Palisades: Both ASF factories will only build one ASF at a time.<br />
<br />
-------- HUD ----------<br />
<br />
- Certain HUD elements might overlap other UI elements.<br />
- BA SRM ammo counter does not update until the weapon was selected and the reload on them was triggered once<br />
<br />
------ CONTROLS -------<br />
<br />
- 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<br />
<br />
<br />
-----------------------------------------<br />
------------- VERSION 0.10.2 ------------<br />
-----------------------------------------<br />
<br />
------ BUG FIXES ------<br />
<br />
- Fixed a crash caused by the chat system<br />
- Madcat Prime now recieves its two free tons from previous CLRM build rule changes.<br />
- Fix for missing textures on Vulture torso. <br />
- Fix for BA SRMs rarely registering hits, they should now always hit reliably. <br />
- Fix for RearFiringLaser visual beam not reaching to its full 500m.<br />
<br />
---- GAME SYSTEMS -----<br />
<br />
- Hatch escape timer globally reduced from 3.5 seconds to 2 seconds.<br />
- Hatch escape timer has been removed from the APC.<br />
- 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.<br />
- Battle Armor now have a hardmounted Machine Gun which can be fired by pressing Mouse 2 (old grenade throwing button).<br />
- Activated BA spawning onto infantry bays for the Hephaestus and Goblin.<br />
<br />
------ GAMEPLAY -------<br />
<br />
- AC2 moved to AP ammo to match the other standard ACs.<br />
- ATM [HE] lock time reduced to 0.6 from 1 second.<br />
- Decreased the spread cone of ATM-3 [HE] launcher to improve accuracy.<br />
- BA Recoilless Rifle animation sped up to more closely match mPPC raise time. <br />
<br />
- The BA Recoilless Rifle now has Armor piercing capabilities against tanks, hovercraft, and aircraft. Damage modifiers are as follows:<br />
<br />
- Tanks: 2.25x against side armor<br />
- 3x against back armor<br />
- 1.5x against turret armor<br />
<br />
- Hovercraft: 1.3x against side armor<br />
- 1.6x against back armor<br />
- 1.15x against turret armor<br />
<br />
- The LT, Huit, and Mithras are considered hovercraft for these modifiers. The APC is not affected.<br />
<br />
- Vtols: 1.6x<br />
<br />
- ASF: <br />
- Light 1.75x<br />
- Medium 2x<br />
- Heavy 2.25x<br />
- Assault 2.5x<br />
<br />
- Increased damage of PointDefenseSystem and doubled its HP to prevent it from being destroyed so quickly.<br />
- Restored full explosive area of Air_MRMs to match ground MRMs.<br />
- Improved BA Grenade Launcher fire rate and explosive radius. Increased the speed and drop of the grenade.<br />
- Slightly improved the agility of MRM tracking.<br />
- Reworked BA Small Pulse laser to continuously fire, also reworked damage.<br />
- Reduced light kinetic modifier against VTOLs from 1.9x to 1.6x<br />
- Reduced Mgunammo mass so they don't push hovers as much<br />
- Increased TAG range from 1300m to 1350m.<br />
- Decreased HAG range from 1250m to 1200m.<br />
- Increased Light Gauss range from 1200m to 1250m.<br />
- Increased MRM damage from 78 to 82.<br />
- BA armor regen delay increased to 5 seconds from 3.<br />
- Moved some armor from Cauldron-Born Externals to its Side torsos.<br />
- Moved some armor from Argus side torsos onto its Arms.<br />
- Improved the turning ability of the Bushwacker.<br />
- Reduced cost of BASRM ammo from 2k to 1k.<br />
- Reduced BA health and Armor regeneration rate by 25%<br />
<br />
- Thanatos Build rules tweaks: <br />
- Thanatos now received free hard mounted GECM. <br />
- Standard and Improved Jump Jets prices and tonnages halved for the Thanatos.<br />
<br />
- 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.<br />
<br />
- Ryoken Build rules tweaks:<br />
- 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)<br />
- Ryoken now no longer recieves a free heatsink.<br />
- Ryoken now counts as 10 tickets from 11.<br />
<br />
- Ryoken <br />
- adjusted torso hitboxes on upper torso to match the shape of the lower torso (cockpit canopy).<br />
<br />
- Hawkmoth Build rules tweak: <br />
- Moved Hawkmoth engine to STD from ICE to match Donar as its base chassis price was already set up for STD engine.<br />
- Hawkmoth gained 1.5 tons of podspace, all of which went into better weapons to help it keep up with the Donar.<br />
<br />
- Huit:<br />
- Moved to Clan FF armor from standard armor to improve its durability.<br />
- Increased base chassis price by 6k. <br />
- Redistrubuted armor to areas more likely to be hit.<br />
<br />
- Mauler:<br />
- Base chassis price decreased by 3k.<br />
- Improved the max yaw from 90 degrees to 135 <br />
- Increased armor on CT slightly.<br />
<br />
---- AUDIO CHANGES ----<br />
<br />
- Vehicle based weapons are audible for close to 1km from the source. Locate your enemy by the sound of the carnage.<br />
<br />
- ASF engine sounds changed so that when a player throttles down the plane doesn't get near total audio stealth<br />
<br />
- Heavy Small and Heavy Medium Laser play charge sounds again <br />
<br />
-------- MAPS ---------<br />
<br />
- TC_IvoryTower: Removed erroneous Assault class builds from forward bases (this was never intended)<br />
<br />
--------- VFX ---------<br />
<br />
- Adjusted BASRM missile particles to look more like SRMs and less like Tbolts. <br />
</pre><br />
<br />
===0.10.1===<br />
'''Release date:''' 27 October 2018<br><br />
'''Standalone:''' Yes<br><br />
'''Changelog:'''<br><br />
<pre class="mw-collapsible mw-collapsed"><br />
Version 0.10.1<br />
--------------<br />
<br />
--- KNOWN ISSUES - 0.10.1 ---<br />
<br />
------ GAMEPLAY -------<br />
<br />
- 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! :)<br />
- 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.<br />
- The Oro and Rommel cannot turn while reversing. <br />
- Air LBX does not collide with mechlegs<br />
- 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.<br />
- When left empty, each BA SRM tube needs to be manually reloaded (can be initiated by using the fire button)<br />
<br />
---- GAME SYSTEMS -----<br />
<br />
- Crashes can happen. Workarounds are available in the Troubleshooting guide.<br />
- 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.<br />
<br />
-------- MAPS ---------<br />
<br />
TC_Palisades: Both ASF factories will only build one ASF at a time.<br />
<br />
-------- HUD ----------<br />
<br />
- Certain HUD elements might overlap other UI elements.<br />
- BA SRM ammo counter does not update until the weapon was selected and the reload on them was triggered once<br />
<br />
------ CONTROLS -------<br />
<br />
- 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<br />
<br />
-----------------------------------------<br />
------------- VERSION 0.10.1 ------------<br />
-----------------------------------------<br />
<br />
------ BUG FIXES ------<br />
<br />
- Possible fix for slowed economy<br />
- Removed melee attack from BA Recoilles Rifle and from BA MP-PPC (caused a crash when used)<br />
- Fixed Hollander unable to buy Thunderbolt 5 ammo<br />
- Fixed Rusalka F not able to buy bomb reloads<br />
- Fixed Rusalka B being able to buy bomb reloads (was not intended)<br />
- Fixed all aircraft exiting / ejecting issues<br />
- Fixed incorrectly reported BHP / BAP equipment on the HUD<br />
- Fixed overheat/ low charge alarm for weapons not playing<br />
- Fixed not being able to buy ammo from forward bases<br />
- Fixed Goblin spawning underground when bought in a forward base<br />
- Fixed BAP/BHP showing up wrong in the HUD<br />
- Really fixed flame daisy chain from damaged turrets<br />
<br />
- TC_Palisades: <br />
- Fixed an issue where BA could not capture a base<br />
- Fixed runway repair bugs <br />
- Fixed IS VTOL spawn-in-hangar bug<br />
<br />
---- GAME SYSTEMS -----<br />
<br />
- New server cvar: sv_stats_logfile (default value: 1)<br />
- 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<br />
- Setting it to 0 will make the server stop writing stat logfiles<br />
<br />
------ GAMEPLAY -------<br />
<br />
- Increased safe explosion distance for BA SRMs<br />
- This reduces likeliness of BA killing themselves when firing their own SRMs<br />
<br />
- BA Recoilless rifle balance tweak<br />
- Increased rate of fire by 50%<br />
- Decreased damage by 50%<br />
- Decreased bullet speed by 33% (900 to 600 m/s)<br />
<br />
- BA MP-PPC balance tweak<br />
- Increased rate of fire by 38%<br />
- Decreased damage by 38%<br />
<br />
- Override is now a switch and can be enabled / disabled any time<br />
- Overheat movement penalties are now applied to the actual max speed of the asset, not to the throttle<br />
- This will prevent overheat penalties to mess with the current throttle value<br />
<br />
- Overheat penalties timer reduced from 4 to 2 seconds<br />
<br />
---- AUDIO CHANGES ----<br />
<br />
- Added new overheat alarm sound<br />
- Added new overheat warning message when reaching the yellow zone on the heat indicator<br />
- Changed Pulse Laser and XPulse Laser impacts sounds to be more in line with the general atmosphere of MWLL<br />
- Heavy laser fire sound pitch brought in line more with their individual type<br />
<br />
-------- MAPS ---------<br />
<br />
TC_Palisades: <br />
- Moved western BA spawn closer to mechbays.<br />
- Added forbidden areas inside main factories for opposing teams. <br />
<br />
TC_IvoryTower: Fixed 4-bays factories<br />
<br />
TC_StoneRose: Removed duplicate spawnpoint icons<br />
<br />
--------- VFX ---------<br />
<br />
- Added trail VFX for Recoilless Rifle bullet<br />
</pre><br />
<br />
===0.10.0===<br />
'''Release date:''' 19 October 2018<br><br />
'''Standalone:''' Yes<br><br />
'''Changelog:'''<br><br />
<pre class="mw-collapsible mw-collapsed"><br />
Version 0.10.0<br />
--------------<br />
<br />
--- KNOWN ISSUES - 0.10.0 ---<br />
<br />
<br />
------ GAMEPLAY -------<br />
<br />
- 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! :)<br />
- 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.<br />
- The Oro and Rommel cannot turn while reversing. <br />
- Air LBX does not collide with mechlegs<br />
- 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.<br />
- When left empty, each BA SRM tube needs to be manually reloaded (can be initiated by using the fire button)<br />
<br />
---- GAME SYSTEMS -----<br />
<br />
- Crashes can happen. Workarounds are available in the Troubleshooting guide.<br />
- 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.<br />
<br />
-------- HUD ----------<br />
<br />
- Certain HUD elements might overlap other UI elements.<br />
- BA SRM ammo counter does not update when SRMs are not selected<br />
<br />
------ CONTROLS -------<br />
<br />
- 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<br />
<br />
<br />
<br />
------ BUG FIXES ------<br />
<br />
- Battle Armor damage modifiers are correctly working now, this means machine guns do the correct amount of damage to Battle Armor<br />
- Fixed SA and LMS game mode kills being always logged as teamkills when sv_logKills is set to 1<br />
- Fixed an issue where the vehicle turrets (AMS were unaffected) would fire when the left mouse button is pressed<br />
- Fixed 3rd person view being available in the APC passenger seat<br />
- Fixed Rusalka showing outdated paperdoll<br />
- Fixed Anubis cockpit hitbox not following the torso as it moves<br />
- Fixed Thor and Loki not exploding and going critical on destruction<br />
- Fixed Osiris explosion<br />
- Fixed Chevalier turret speed<br />
<br />
---- GAME SYSTEMS -----<br />
<br />
- e_clouds setting has been locked to 1 for gameplay reasons<br />
- Rangefinder max distance doubled to 3000m <br />
- Both server and client will print the MWLL version and revision at startup in the log now<br />
- 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.<br />
- A log message will warn you when you try to change your name in a server where player renaming is disabled<br />
<br />
------ GAMEPLAY -------<br />
<br />
- ASF and VTOL ejector seats now actually push you out like actual ejector seats<br />
<br />
- 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.<br />
- BA now have inertia, instant strafing is no longer possible<br />
- BA jumpjets use a new performance curve, jump setting side to side and forward more responsive, <br />
- BA jumpjets refuel delay reduced from 1.5 to 1 second<br />
- BA jumpjets max fuel slightly increased<br />
- Decreased air resistance and floatiness<br />
- BA SRM ammo is now limited to 8 in the players inventory + 1 loaded in each tubes (10 total)<br />
- BA grenades have been removed<br />
- Stocked BA SRM ammo will be removed when entering in a vehicle driver seat (APC is excluded from this)<br />
<br />
- Weapon changes<br />
- Flamer: heat damage slightly reduced<br />
<br />
- New weapons:<br />
- Light Machine Gun (replaces Bear AC)<br />
- Medium Machine Gun (replaces BA AC2)<br />
- Medium Grenade Launcher<br />
- Medium Recoilless Rifle<br />
- BA pulse laser<br />
<br />
- Rework of the vehicle interaction system<br />
- 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<br />
- 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.<br />
- Vehicles that come with an ejection systes are: Mechs, ASFs and VTOLs<br />
- Vehicles that DO NOT come with an ejection system are: Tracked and wheeled tanks, Hovercraft, APCs and Long Toms<br />
- By pressing the interaction ("F" by default) key while the engine is running, the ejection system will be activated, if present and not already used.<br />
- 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.<br />
- 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.<br />
- Shutting down will force the asset to stop, and lock all the controls for the whole duration of the sequence, which is 3 seconds<br />
- Shutting down during a jump is not possible anymore<br />
<br />
- 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. <br />
- We distinguish 4 different heat levels: safe, danger and overheat and off scale<br />
- In the safe zone (below the yellow line), the mech will never shutdown nor will take any heat damage<br />
- 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)<br />
- 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<br />
- Max speed cut to 45%<br />
- Weapons, jump jets and MASC / boost are disabled<br />
- Override will NOT prevent the movement penalties from being applied (weapon lock will be removed if you engage override)<br />
- 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.<br />
- As soon as the shutdown sequence kicks in, the vehicle will gain a 65% protection against heat damage.<br />
- After an auto-shutdown the vehicle won't be able to power up for 8 seconds.<br />
- As flying assets don't have an auto shutdown system, they won't be protected by this security system.<br />
- 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.<br />
- Vehicle and the heatsinks will always take full damage from overheating when override is active, which can be fatal in the red zone.<br />
- Single heatsinks will sustain much more heat damage than double heatsinks<br />
- When reaching the off scale point (900 degrees) the vehicle will immediately shut down.<br />
<br />
- Selling vehicles is not possible anymore in LastManStanding and SolarisArena game modes<br />
- Mounted turrets now will focus the currently selected target, if it's shootable, rather than engaging the closest one<br />
<br />
------ NEW ASSETS ------<br />
<br />
- New Goblin 45 ton tracked tank with a single infantry bay. The bay has no spawn ability<br />
- New slimmer torso and new arms for the Vulture as well as a new cockpit interior<br />
<br />
-------- ASSETS --------<br />
<br />
- Tier changes:<br />
Mithras: 2, Osiris: 2, Solitaire: 4, Avar: 5<br />
<br />
- Ticket changes:<br />
Chimera: 4, Regulator: 5, Goblin 5: (new)<br />
<br />
- Hephaestus got an infantry bay without spawning ability<br />
- Sparrowhawk armor rules changed to avoid overly vulnerable bomber variants<br />
- Fafnir armor redistributed to center, left and right torso<br />
- Mithras reworked to half track, engine power increased and lateral friction decreased to improve acceleration<br />
- APC passengers are shielded from damage<br />
- Cauldron Born armor redistributed to side torsos (small amount)<br />
- Shadowcat base chassis cost reduced by 2k<br />
- Novacat Armor redistributed to arms (small amount)<br />
- Partisan tank sized up to actually being 80 tons, long barrel support added<br />
- Raven size significantly reduced especially the beak, hitboxes reworked, head hitbox size decreased<br />
- Laser-AMS repositioned on the Awesome and on the Thanatos<br />
- Huitzilopochtli mass box tweaked to alleviate sliding<br />
- Ryoken hitboxes reworked, long barrels removed so that the torso is more vulnerable from the sides<br />
- Rifleman build rules tweak, LAMS count at half weight for Rifleman, extra tonnage gained converted to armor<br />
- Thumper Rommel moved from tank build class to artillery build class<br />
- Global increase for energy and kinetic modifiers against ASF.<br />
- Different numbers per size/strength of planes still. <br />
- Generally, smaller and harder to hit planes got larger increases than larger, slower planes. <br />
- Increased kinetic-air and kinetic on Vtols<br />
- Chimera - JJs and iJJs cost one ton less on the chimera since it sits at the bottom end of the medium class.<br />
- VTOL radar detection range changed to active 1200m and passive 700m<br />
- Morrigu breaking power reduced to prevent violent breaking<br />
- Daishi, Warhawk external holder hitboxes bloat decreased<br />
- Reduced light-kinetic modifier against hovercraft from 1.5 to 1.3<br />
- Cougar base chassis cost reduced by 4.3k<br />
- Puma base chassis cost reduced by 350<br />
- Vulture Armor redistributed from arms to torso (small amount) <br />
- VTOLs damage modifiers reduced from 1.1 -> 1 (energy); 2.05 -> 1.9 (lightkinetic); 1.4 -> 1.2 (kinetic); 1.75 -> 1.2 (heavykinetic)<br />
- Solitaire armor reduced by half a ton to remove the extra rmor it recieved from its unhittable(bugged) cockpit.<br />
- Solitaire Backtorso armor reduced to bring it in line with the max allowed percentage present on all other mechs (0.7->0.6) <br />
<br />
Variant tweaks by asset<br />
<br />
- Ares Prime<br />
- Argus C<br />
- Avatar D, F<br />
- Atlas B<br />
- Awesome A, B<br />
- Blood Asp A, D, F<br />
- Blacklanner E, G<br />
- Bushwacker G<br />
- Cauldron Born B<br />
- Chevalier D<br />
- Chimera B, G, E<br />
- Cougar A<br />
- Daishi A, B, C, G<br />
- Demolisher Prime, C<br />
- Donar C<br />
- Epona A, C<br />
- Fafnir A, C, D, E, F<br />
- Harasser G<br />
- Hawkmoth C<br />
- Hephaestus A<br />
- Hollander C<br />
- Huitzilopochtli Prime<br />
- Loki A<br />
- Madcat Prime, D, F<br />
- Madcat MKII A, F, G<br />
- Masakari E<br />
- Mithras C, D<br />
- Morrigu Prime<br />
- Novacat B<br />
- Osiris B, E<br />
- Partisan E<br />
- Puma G<br />
- Raven E<br />
- Regulator Prime, A, B, C, D<br />
- Rifleman Prime<br />
- Rommel C<br />
- Ryoken A<br />
- Shadowcat B<br />
- Solitaire G<br />
- Sulla G<br />
- Thor Prime<br />
- Uller Prime, G<br />
- Visigoth F<br />
- Vulture Prime, C<br />
- Xerxes A, G<br />
<br />
------ WEAPON CHANGES ------<br />
<br />
- ATM-Standard lockon time to 0.9/1.2/1.5/1.8 from 1/1.3/1.6/2.0 seconds<br />
- UAC/10 overheat time decreased to match UAC/20 DPS<br />
- UAC/10 price increased by 2k<br />
- Removed impulse recoil from UAC5 to help hovercraft handling<br />
<br />
- Machine gun:<br />
- Damage increased from 2 to 3.5<br />
- Overheat time reduced to 8 from 12<br />
- Spread halved<br />
- Damage dropoff increased from 300m to 1.9 damage at 1600m<br />
<br />
- MRMs<br />
- Increased recycle time of MRM20/30/40 to match LRM10/15/20 timings. <br />
- Firerate slowed down to 1200 rpm to hopefully alliviate some hit detection issues<br />
- Normalized firing pattern among the sizes<br />
<br />
- ERPPC: price decreased to 8k from 9k cbills<br />
<br />
- Thumper:<br />
- Reduced ROF to 9 from 10<br />
- Ammo per ton reduced to 8 from 15<br />
- Price increased by 7k<br />
<br />
- HAG: Spread lowered (havled on the HAG/20)<br />
- Sped up recharge time on the HAG/30 by one second<br />
- Sped up recharge time on the HAG/20 by two seconds.<br />
<br />
- RAC/5: <br />
- Spread tightened to RAC2 levels. <br />
- Damage fall off now begins at 650 instead of 500.<br />
<br />
- AC/5: moved to high explosive ammo<br />
- Clan LRM 15: decreased to 5.5 tons from 6. <br />
- Clan LRM 20: decreased to 7 tons from 8.<br />
- Heavy Gauss (Air): charge time increased from 1 to 1.5 seconds<br />
- Clan UAC2 price increased by 200<br />
<br />
---- NEW EQUIPMENT ----<br />
<br />
- New Point-Defense-System turret that shoots Battle Armors exclusively (mounted on Goblin and other tanks)<br />
<br />
---- AUDIO CHANGES ----<br />
<br />
- Betty sound "Shutting Down" is played on all the vehicles now<br />
- New additions to the sound system to curb volume bloat with the exception of automatic weapons for technical reasons<br />
- EQ filter removed from Clan assault mech run sound to get rid of distorted hum when many of them are close together<br />
- Added pressure wave crackle to ASF engine sound<br />
- Added new victory and defeat transmission for Innersphere. Clan transmissions get more variations<br />
- 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<br />
- Bass boost for HVAC10, HAG30, 40 and Large, ER Large, Heavy Large and Large Pulse Lasers<br />
- All Laser impacts can be now distinguished by weapon type and weapon class, works best when Laser fire sound is not audible<br />
- Rear Firing Laser has a firing sound<br />
- The manpack PPC has a charge sound indicating readiness<br />
<br />
---- VFX CHANGES ----<br />
<br />
Damaged turrets no longer create a trail of flames hanging in midair when moving.<br />
<br />
-------- HUD ----------<br />
<br />
- Small update to the map view in the ASF / VTOL HUDs<br />
- Added SRM ammo counter to the BA HUD<br />
<br />
------ NEW MAPS -------<br />
<br />
- New map: TC_Palisades<br />
- New map: TC_Outskirts<br />
- New map: added TC_StoneRose as official map<br />
<br />
----- MAP CHANGES -----<br />
<br />
- TC_ValleyForge:<br />
- Changed the location of the forward factories, <br />
- New base weight: 0.25<br />
<br />
- TC_Dune: <br />
- Layout changed<br />
- adjusted structures near repair bays<br />
- new minimap added<br />
<br />
- TC_ThunderRift: Mechtraps removed<br />
- TC_Bogs: Changed position of some objects<br />
- TC_Dustbowl: Tweaked day/night cycle to be more visible at night<br />
- TC_Inferno: Factories in side bases are now hardened against criticals<br />
<br />
------- Extras -------<br />
<br />
- New Shatter camo available in Special category<br />
- New Ghostbear Alpha camo available in Special category<br />
</pre><br />
<br />
===0.9.4===<br />
'''Release date:''' 28 April 2018<br><br />
'''Standalone:''' Yes<br><br />
'''Changelog:'''<br><br />
<pre class="mw-collapsible mw-collapsed"><br />
Version 0.9.4<br />
--------------<br />
<br />
--- KNOWN ISSUES - 0.9.4 ---<br />
<br />
<br />
------ GAMEPLAY -------<br />
<br />
- 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! :)<br />
- 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.<br />
- The Oro and Rommel cannot turn while reversing. <br />
- Air LBX does not collide with mechlegs<br />
- The Rear Firing Laser auto turret fires when mouse1 is pressed.<br />
<br />
---- GAME SYSTEMS -----<br />
<br />
- Crashes can happen. Workarounds are available in the Troubleshooting guide.<br />
- 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.<br />
<br />
-------- HUD ----------<br />
<br />
- Certain HUD elements might overlap other UI elements.<br />
<br />
------ CONTROLS -------<br />
<br />
- 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<br />
<br />
---- AUDIO ----<br />
<br />
- No cycle sounds for AC2 and 5, HVAC 2, Clan and IS UAC 5, 10 and 20 (will be fixed for live version)<br />
<br />
<br />
<br />
------ BUG FIXES ------<br />
<br />
- 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.<br />
- Air MRMs should no longer attempt to follow tags.<br />
- Added hard damage drop off at 800m on iHgauss to prevent hits past max range.<br />
- Fix for Air LBX healing or instantly killing targets.<br />
- The friendly fire red cross indicator won't show up anymore in spectator mode<br />
<br />
---- GAME SYSTEMS -----<br />
<br />
- Synchronized Voice and Chat mute<br />
- You can now mute text chat from another player by accessing the Scoreboard and using the Mute Voice Chat function or by typing "/mute playername" in the chat<br />
- Refactored logging system<br />
- Tweaked the chat log (both client and server) for better readability<br />
- Added server log messages for player kills<br />
- Added server log messages for player renames (it includes also the GamespyID)<br />
- New cvars: <br />
- sv_allowPlayerRenaming : Default is 1. If set to 0, players won't be able to rename themselves while playing<br />
- Note that players can still rename themselves by quitting the game and changing the profile name through the launcher<br />
- sv_logKills : Default is 0, if set to 1, the server will log all the player kills and deaths<br />
- Reverted server tick rate to 30hz<br />
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.<br />
<br />
------ GAMEPLAY -------<br />
<br />
- Normalized engine damage from back section damage on ground vehicles to 75% from 70% to match mech engine damage threshold.<br />
- Speed penalties for fusion tank engines reduced to 20%/40% speed reduction from 30%/60% reduction. ICE engines reduced to 20%/30%.<br />
- 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. <br />
- Decreased RAC2 heat from 1.32 to 1.1<br />
- Increased RFL damage to CERSL level from SL level. Increased range to 500m.<br />
- 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. <br />
- Slightly increased max fuel of ATMs to allow more maneuvering<br />
- Increased LPPC impact effect so it can be seen behind the tracer for better feedback on hit.<br />
- Increased splash and screenshake on LPPC<br />
- Increased inner splash of Longtom shots from 60% of total splash to 80% on all variants.<br />
- Increased radar's target detailed information gathering range from 0.8 times the radar range to the same as the radar range<br />
<br />
-------- ASSETS --------<br />
<br />
- Chevalier -<br />
Increased responsiveness of turret<br />
Tightened base turn radius to allow for tighter turning at medium to low speeds.<br />
<br />
- Oro - <br />
Increased turret yaw speed<br />
Decreased turret turning pentalty for damage<br />
Moved some armor from front to turret<br />
<br />
- Chimera - <br />
Refactored armor and moved some armor from legs to toughen the chassis<br />
<br />
- Uller -<br />
Adjusted base armor build rules to clarify how much base armor the Uller was working off of<br />
Refactored armor and moved some armor from legs to toughen the chassis<br />
Set logical amounts of armor to the different arm configurations<br />
<br />
- Mithras -<br />
Adjusted suspension for slightly smoother ride<br />
Decreased size of back armor hit box to prevent being damaged from the sides. <br />
<br />
- Osiris - <br />
Toned down cockpit screen brightness<br />
<br />
- Rommel - <br />
Halved turret yaw speed for Rommel A (Thumper) <br />
<br />
- Atlas -<br />
New Atlas F uses STD fusion engine from XL.<br />
<br />
- Huit - <br />
Improved huit traction to attempt to lessen sliding during turns.<br />
<br />
- Anubis - <br />
Moved some armor from side torsos to arms<br />
<br />
- Thanatos - <br />
Resized torso and arm geometry and hitboxes so that the thanatos is not as assault mech sized. <br />
<br />
---- GAMEFLOW CHANGES -----<br />
<br />
- Sell price increased to 65% max of asset from 50%. The hoped for economic effect of reduction to 50% was not observed.<br />
- Increased vehicle refund amount (when a players vehicle is not claimed after purchase) to 100% from 75%<br />
- Decreased maxmium negative score from various sources to help prevent insane negative score bugs<br />
- Mithras base chassis price decreased by 1.5k<br />
- Demolisher base chassis price decreased by 1.2k<br />
- Anubis base chassis price decreased by 1k<br />
<br />
<br />
---- AUDIO CHANGES ----<br />
<br />
- 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 <br />
- Increased volume of laser impacts. Volume of HAG impacts lowered to have them more in line with other impacts <br />
- Slight Chevy engine sound volume increase and made boosting on the Chevy actually audible <br />
- Sound settings of Clan light, medium, assault reactors tweaked to make the speed governed elements more audible <br />
<br />
-------- MAPS ---------<br />
<br />
- TC Oasis: lowered the hill at the IS airbase, removed repair from forward factories<br />
</pre><br />
<br />
===0.9.3===<br />
'''Release date:''' 10 March 2018<br><br />
'''Standalone:''' Hotfix<br><br />
'''Changelog:'''<br><br />
<pre class="mw-collapsible mw-collapsed"><br />
Version 0.9.3<br />
--------------<br />
<br />
--- KNOWN ISSUES - 0.9.3 ---<br />
<br />
GAMEPLAY<br />
- 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! :)<br />
- 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.<br />
- 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.<br />
- The Oro and Rommel cannot turn while reversing. <br />
- The Rear Firing Laser auto turret fires when mouse1 is pressed.<br />
<br />
GAME SYSTEMS<br />
- Crashes can happen. Workarounds are available in the Troubleshooting guide.<br />
- 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.<br />
<br />
HUD<br />
- Certain HUD elements might overlap other UI elements.<br />
<br />
CONTROLS<br />
- 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<br />
<br />
<br />
--- GAME SYSTEMS ---<br />
- Reverted the network related changes made from 0.9.1 to 0.9.2<br />
</pre><br />
<br />
===0.9.2===<br />
'''Release date:''' 3 March 2018<br><br />
'''Standalone:''' Yes<br><br />
'''Changelog:'''<br><br />
<pre class="mw-collapsible mw-collapsed"><br />
Version 0.9.2<br />
-------------<br />
<br />
--- KNOWN ISSUES ---<br />
GAMEPLAY<br />
- 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! :)<br />
- 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.<br />
- 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.<br />
- The Oro and Rommel cannot turn while reversing. <br />
- The Rear Firing Laser auto turret fires when mouse1 is pressed.<br />
<br />
GAME SYSTEMS<br />
- Crashes can happen. Workarounds are available in the Troubleshooting guide.<br />
- 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.<br />
<br />
HUD<br />
- Certain HUD elements might overlap other UI elements.<br />
<br />
CONTROLS<br />
- 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<br />
<br />
<br />
--- BUG FIXES ---<br />
- 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.<br />
- TC_Oasis can be loaded at any graphic settings now. <br />
- Laser impact particle fixed so impact sound does now play<br />
- TAG no longer plays fire sound on target of the tagging<br />
- Turbine sounds on ASF no longer randomly change in pitch in cockpit but are instead bound to the throttle setting<br />
- Fixed an error in an effects call in CL_Cougar_Mech.xml<br />
- Atlas side torsos on XL engine models now have the correct transfer rate<br />
- Fixed missing left particle bone for standard medium jumpjets<br />
<br />
--- GAME SYSTEMS ---<br />
- Gameserver admins now will be able to add maps without having to restart the gameserver by using this console command: map_dir_rescan<br />
- Improved network performance of Thumper ammo<br />
- Attempt to improve general network performance and reduce rubberbanding issues<br />
- Fixed 32 bit client not starting up in some cases<br />
- "Show all objectives" command logic reworked<br />
- It now acts as a switch, not as a button anymore. Pressing "o" key will show / hide map objectives in the HUD<br />
- It's disabled by default, but it's possible to load a custom setting by setting "hud_showAllOnScreenObjectives" cvar in the User.cfg file.<br />
- Added server log message when a team runs out of tickets<br />
<br />
--- GAMEPLAY CHANGES ---<br />
- ASF based kinetic weapons (UAC10/ UAC5 and RAC5) moved from energy modifier to kinetic-air modifier.<br />
-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<br />
- 1.4x EMP damage modifier added to ASF to increase damage from PPCs<br />
- 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.<br />
- Hovercraft internal health increased to a factor of 645x10% tonnage from 500x10% tonnage<br />
- Removed transfer rate modifier from the Front armor of Hovercraft into internals, it is now 1.0x from 1.6x<br />
- 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.<br />
- ASF damage effect changes: <br />
-Engines now no longer fail completely when destroyed but go at a fraction of the speed like ground vehicles. <br />
-All weapons and bombs attached to wings now fall off if the wing is destroyed. <br />
-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.<br />
-Lost parts cannot be repaired.<br />
- 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.<br />
<br />
--- NEW ASSETS ---<br />
- Mithras Clan Light Tank (25t)<br />
- Anubis Inner Sphere Light Mech (30t)<br />
- Rusalka Inner Sphere Heavy Aerospace (65t)<br />
<br />
--- NEW WEAPONS ---<br />
- Air_LBXes: increased pellet spread and added explosive pellets for better performance against ground targets and other ASF. Increased damage against ASF and Vtols.<br />
- 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. <br />
- Rear Firing Laser: auto defense laser mounted on the back of the xerxes and shiva giving them some self defense against fighters. <br />
<br />
--- ASSETS ---<br />
- All Tanks -<br />
- Brakes finally invented!<br />
All tanks should now have properly functioning brakes.<br />
- Deploy speed threshold increased from 0.36 kph to 3.6 kph<br />
<br />
- Anubis -<br />
- Includes Stealth armor as a unique attribute.<br />
- Detectability radius decreased to 350m when active, giving superior sneaking abilities.<br />
- However, as a draw back, the Anubis does not support coolant. (the system needs to be sealed, or some such thing)<br />
<br />
- Mauler -<br />
- Increased turn rate<br />
- Increased acceleration<br />
- Increased backpedal speed<br />
<br />
- Masakari -<br />
- Increased turn rate<br />
- Increased acceleration<br />
- Increased backpedal speed<br />
- Included missing free heatsink it should've been receiving based off engine size<br />
<br />
- Bushwhacker - <br />
- Increased acceleration <br />
<br />
- Uziel -<br />
- Increased max yaw from 120 degrees to 130<br />
<br />
- Thor - <br />
- Standard armor increased to 10.5 tons CFF<br />
- Increased turn rate to match the Loki.<br />
<br />
- Argus -<br />
- Increased CT hitbox to cover entire central canopy<br />
- Halved acceleration rate<br />
- Decreased turn rate to match the bushwacker<br />
- Max Yaw decreased to 100 degrees from 140 degrees<br />
<br />
- Madcat -<br />
- 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.<br />
<br />
- Rommel - <br />
- Increased lower pitch limit from -4 degrees to -6 degrees<br />
- Tweaked collusion mesh to help permit side armor skirts getting stuck on terrain<br />
<br />
- Long tom Tank -<br />
- Decreased Turret Yaw limits by 10 degrees.<br />
<br />
- Epona -<br />
- Removed side armor hitboxes from the sides of the epona cockpit canopy at the front.<br />
<br />
- Chevalier - <br />
- Applied inertia to turret so that it cannot helicopter at extreme speeds anymore<br />
- 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<br />
<br />
- Ryoken - <br />
- Fixed missing hitboxes for the tips of lasers mounted in the side torsos, before these would eat shots. <br />
- Max Yaw decreed to 100 degrees from 110 degrees<br />
- Added cockpit Art.<br />
<br />
- Catapult -<br />
- Decreased cockpit hitbox size<br />
<br />
- Osiris - <br />
- Added cockpit Art.<br />
<br />
- Xerxes -<br />
- Updated material to improve art quality.<br />
- Added cockpit Art.<br />
- Possible help for pilot splat bug on landing?<br />
<br />
- Avar - <br />
- Updated material to improve art quality.<br />
<br />
--- WEAPONS ---<br />
- Bisect of previous air_MRM nerf to bring it to 15% reduction in blast radius rather than 30%<br />
- Increased speed of LBX pellets from 1800 to 2600<br />
- Removed Light kinetic modifier from UAC5<br />
- Increased tracking speed of CLRM but increased cloud spread<br />
- Increased Tbolt-20 ammo per clip from 4 to 5<br />
- Decreased spread on HAGs slightly, smaller HAGs have tighter spread<br />
- HVAC10 splash increased to be greater than AC10 but still less than AC20<br />
- Slight increase to AC/10 and HVAC/10 splash damage.<br />
- Increased HVAC10 ROF from 20 to 22.5 (from 3 seconds to 2.66 seconds)<br />
- 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%.<br />
- Decreased and normalized all NARC lifetimes to 25 seconds from 30/38 seconds for (c)narc/inarc respectively<br />
- Increased ROF on AC/5 from 11.45 to 13 (from 5.2 seconds to 4.6 seconds)<br />
- Restored prenerf AIR_SSRM ROF back to 350.<br />
- Heavy laser damage and heat decreased by 6%. They were "overjuiced" 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.<br />
- Thumper Artillery Speed increased from 550 to 700<br />
<br />
--- BUILD RULES CHANGES ---<br />
- Tbolt-20s are not considered 12 tons from 13 tons<br />
- The Thor now has fixed iJJs at the weight and cost of JJs.<br />
- Ground based UAC2s now count as one ton less. Clan UAC2 to 4 tons from 5 / UAC2 from 6 tons to 5<br />
<br />
--- GAMEFLOW CHANGES ---<br />
- The Novacat, Warhammer, Oro, and Rommel are now available to buy at forward bases.<br />
- Since the Warhammer can now build forward, increased the Fusion engine on the Prime by 6k in order to prevent early spam<br />
- Increased Argus base chassis cost by 3k<br />
- Reduced Shiva base chassis cost by 1k<br />
- Increased Oro base chassis price by 5k<br />
- Ticket Values for some assets tweaked : <br />
{ Stormcrow 10->11 }<br />
{ Loki 10->9 }<br />
{ Epona 7->6 }<br />
{ Regulator 7->6 }<br />
{ Anubis 3 }<br />
{ Rusalka 8 }<br />
{ Mithras 2 }<br />
- 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 <br />
The tiers are now as follows:<br />
{ IS_Harasser=1, CL_Hephaestus=4, IS_Chevalier=4, CL_Mithras=4, CL_Donar=4, IS_Hawkmoth=4, IS_SparrowHawk=3, ALL_Apc=1, <br />
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,<br />
<br />
CL_Stormcrow_Mech=10, CL_Blacklanner_Mech=9, IS_Bushwacker_Mech=7, IS_Chimera_Mech=5, IS_HollanderII_Mech=5, <br />
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,<br />
<br />
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, <br />
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, <br />
IS_LongTomTank=16, CL_Oro=9, CL_Huitzilopochtli=12, CL_Visigoth=9,<br />
<br />
IS_Fafnir_Mech=16, CL_Daishi_Mech=16, IS_Awesome_Mech=13, IS_Atlas_Mech=15, IS_Mauler_Mech=11, <br />
CL_MKII_Mech=15, CL_Bloodasp_Mech=16, CL_Masakari_Mech=14, CL_Morrigu=15, IS_Shiva=13, CL_Xerxes=15 }<br />
- 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)<br />
<br />
--- HUD ---<br />
- Rework of the Mech and Tank radar scopes. Hexagon-styled noise removed and increased size a bit<br />
- Increased opacity for Mech and ASF radar scopes<br />
- The Landing gear indicator of the Aero HUD now will distinguish between 3 states of the landing gear: deploying, deployed, retracting<br />
<br />
--- AUDIO CHANGES ---<br />
- Added engine and reactor sound for new Clan tank Mithras<br />
- Added engine and reactor sound for new IS mech Anubis<br />
- Added engine and reactor sound for new IS ASF Rusalka<br />
- Added fire sound for new weapon LPPC<br />
- Complete rework of ASF engine sounds in first and third person<br />
- Added special cockpit sounds for ASF engines which are filtered to sound like they are coming from behind the cockpit. Works best with headphones.<br />
- Spin down sound from Air Gauss removed<br />
- Change to close explosion sounds dropping high frequency sounds sooner<br />
- Added new start up sounds and shutdown sounds and run sounds for Clan Mechs, small alteration to now IS shutdown sound<br />
- Added unique turbine sound for Hawkmoth and Donar VTOL<br />
<br />
--- VFX CHANGES ---<br />
- Added new effect for LPPC weapon<br />
- Added new effect for destroyed wings on ASFs<br />
- Added new effect for damaged ASF engines<br />
- Added new effect for destroyed ASF engines<br />
- 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<br />
<br />
--- MAPS ---<br />
UPDATES<br />
- 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<br />
- TC Inferno: fixed mechtrap; forbidden area timer increased<br />
- TC Mirage: center base icon fixed, does not show mechfactory anymore; adjusted the position of the repair bays to prevent stuck<br />
- 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<br />
- TC IvoryTower: forbidden area timer increased<br />
- TC Altay: fixed the icon of the VTOL base<br />
- 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<br />
- TC Bogs: LT available; changed the layout and increased the sizes of the capzones significantly<br />
- TC Forsaken: LT available<br />
- 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<br />
- TC Frostbite: changed base layout, the 3 western bases are now closer to center; adjusted base weights<br />
<br />
--- MISC ---<br />
- Fixed a shader bug that would occur when a specific console command is used before buying certain assets<br />
- Updated green and blue solid paints</pre><br />
<br />
===0.9.1===<br />
'''Release date:''' 28 October 2017<br><br />
'''Standalone:''' No<br><br />
'''Changelog:'''<br><br />
<pre class="mw-collapsible mw-collapsed">Version 0.9.1<br />
-------------<br />
<br />
--- KNOWN ISSUES ---<br />
<br />
GAME SYSTEMS<br />
- At the first launch, the game might give you a warning for modified files, and therefore crash. Workaround is just to restart the game. <br />
<br />
LAUNCHER<br />
- All the manual changes made to Server.cfg will be lost if you use the Sever Configuration prompt of the Launcher.<br />
<br />
GAMEPLAY<br />
- Pulse lasers occasionally fire an additional laser pulse<br />
- "Pilot Splat Syndrome": 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.<br />
- 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<br />
- Rommel and Oro tank can not steer while reversing<br />
<br />
MAPS <br />
- In order to be able to play on TC_Oasis, you must set the Object Quality setting at least to "Medium"<br />
<br />
HUD<br />
- Certain HUD elements might overlap other UI elements<br />
<br />
CONTROLS<br />
- 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<br />
<br />
------ BUG FIXES ------<br />
<br />
- Brake fixed on Rommel and Oro tank<br />
- Solitaire cockpit hitbox increased<br />
- Fixed Thumper impact sound not playing because of a damaged playback control file<br />
- 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<br />
- Fixed Machine gun drop-off sound intermittently playing too loud<br />
- Medium lasers are now using the correct recharge sound<br />
<br />
--- GAMEPLAY CHANGES ---<br />
<br />
- Avatar Prime variant updated<br />
- Hollander E variant updated<br />
- Raven C variant updated<br />
- Sparrowhawk C,D and E variants updated<br />
- Air UAC5 and UAC10 damage and explosive area increase to bring them to correct ratios with the air UAC20<br />
<br />
--- GAMEFLOW CHANGES ---<br />
<br />
- Solitaire Base Chassis cost increased by 2k<br />
<br />
--- MAP UPDATES ---<br />
<br />
- Warning message added to loadscreen of TC_Oasis that informs the player of the minimum settings required to be able to connect successfully<br />
<br />
--- AUDIO CHANGES ---<br />
<br />
- Gradual sound playback changes for laser fire sounds over distance added<br />
- Replaced machine gun drop-off sound <br />
- Overheat/low charge alarm sound is now more audible<br />
<br />
--- MISC ---<br />
<br />
- Camo selection now persists until the game is restarted or a diffent camo is selected</pre><br />
<br />
===0.9.0===<br />
'''Release date:''' 15 October 2017<br><br />
'''Standalone:''' Yes<br><br />
'''Changelog:'''<br><br />
<pre class="mw-collapsible mw-collapsed">Version 0.9.0<br />
-------------<br />
<br />
--- KNOWN ISSUES ---<br />
<br />
GAME SYSTEMS<br />
- At the first launch, the game might give you a warning for modified files, and therefore crash. Workaround is just to restart the game.<br />
<br />
LAUNCHER<br />
- All the manual changes made to Server.cfg will be lost if you use the Sever Configuration prompt of the Launcher.<br />
<br />
GAMEPLAY<br />
- Pulse lasers occasionally fire an additional laser pulse<br />
- "Pilot Splat Syndrome": 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.<br />
- 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<br />
<br />
HUD<br />
- Certain HUD elements might overlap other UI elements<br />
<br />
CONTROLS<br />
- 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<br />
<br />
------ BUG FIXES ------<br />
<br />
- Fix for disappearing Vtols and ASF on radar when they run passive.<br />
- Corrected some variant prices on the Thor, Bloodasp, and MKII not taking into account armor.<br />
- LAMS now correctly fire upon Tbolts<br />
- Atlas now loses torso weapons normally at 100% damage instead of 90%<br />
- 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.<br />
- Fixed multiplier error in armor.xml which resulted in the solitaire having more back torso armor than allowed.<br />
- Fixed camo materials issues on the Ryoken's arms and on the Awesome's Legs<br />
- Corrected all the buymenu descriptions<br />
<br />
--- LAUNCHER ---<br />
<br />
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!<br />
The launcher will automatically detect any game update, and will automatically download all the new files, and delete the outdated ones.<br />
It can also repair the Cysis Wars build<br />
<br />
--- CONTROLS ---<br />
<br />
- New key binding to drop a reserve ammo ton<br />
- New key binding to force a reload of a partially spent ammo ton<br />
- Existing throttle decay/ramping throttle binding now also works for Mechs<br />
<br />
--- ASSETS ---<br />
<br />
NEW<br />
- Clan Cauldron-Born (Ebon Jaguar) Heavy Mech (65t)<br />
- InnerSphere Rommel Tank (65t)<br />
- InnerSphere Argus Heavy Mech (60t)<br />
- InnerSphere Regulator Medium Hovercraft (45t)<br />
<br />
UPDATES<br />
- Rifleman LAMS support<br />
- Catapult and Rifleman turn rate increased<br />
- Huit and Partisan tanks now deploy and undeploy instantly (from 1 second)<br />
- Reduced Maxmimum upward pitch on the Bloodasp to 60 degrees from 70 degrees<br />
- Increased engine power on Attackers and Bombers for the Sparrowhawk and Avar<br />
- Avatar returned to 75 kph<br />
- The usual tweaks to various underperforming variants<br />
<br />
--- NEW WEAPONS ---<br />
<br />
- Clan Hyper Assault Gauss (HAG) 20/30/40 weapons<br />
- IS Heavy PPC weapon<br />
- Air version for LPLs (increased burst shots to 5 from 2, increased burst cooldown time by 250%)<br />
- Air version of HLL (5% less damage, 10% less heat, +50m Range)<br />
- ATM launchers now have unique Art<br />
- Thumper Artillery Cannon on the Rommel A variant<br />
<br />
<br />
--- BUILD RULES CHANGES ---<br />
<br />
- 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.<br />
- IS and Clan LBX2s now 2.5 tons from 3<br />
- IS SSRM2 now 2 tons from 3<br />
- IS SRM2 now 1.5 tons from 2<br />
- Atlas F and G use XL engines<br />
- The Shadowcat now has fixed ImprovedJumpjets at the weight and cost of StandardJumpJets<br />
- The Raven now has C3 built in for free.<br />
- The two fixed lasers on the Avatar now count at 50% tonnage<br />
- Avar and Sparrowhawk now allowed heavier weapons<br />
- Swapped out Air_SSRMs on Vtols to ground version SSRMs<br />
<br />
--- GAMEPLAY CHANGES ---<br />
<br />
- Air_LRMs HP increased against LAMS, matched explosion pressure with their ground counterparts<br />
- Reduced cluster bombs from 25 to 15 and condensed their damage.<br />
- Slight explosion radius increase for HE and LG bombs.<br />
- Air_SRMs now fire in a quick burst like their ground counterparts<br />
- Air_SSRMs fire rate decreased by ~66%<br />
- HVAC2 burst size doubled, slightly increased their clipsize.<br />
- Increased Long range LT fire rate to match standard range.<br />
- Increased Light kinetic modifier against VTOL and Light/medium ASFs to 2.0x from 1.75x<br />
- Increased Light Kinetic modifier against Tanks to 1.15x<br />
- Increased Light Kinetic modifier against Tank Interal Structure to 1.3x<br />
- UAC5/ AC2 / AC5 convered to Light kinetic modifier for AA purposes.<br />
- Air versions of Gauss, Hgauss and iHgauss have all had their charge times reduced and normalized to 1 second.<br />
- Air Lightgauss no longer requies a charge and fires a bit faster than the ground version.<br />
- UAC2 and Clan UAC2 damage increased from 9 to 13<br />
- IS LPL heat ~12% heat reduction<br />
- 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<br />
- 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<br />
- Doubled Burst ROF on the UAC5, Halved bursts until overheat from 6 to 3.<br />
- Increased turn rate on Tbolts<br />
- All Aircraft based guided missiles lock time normalized to 1 second regardless of type or launcher size.<br />
- Slight reduction to heat generation from using afterburners on ASF<br />
- Bomb prices reduced and normalized to 2000 per ton for all three types<br />
- Reduced MXPL heat by 13%<br />
- Reduced Air_MRM explosion radius by ~30%<br />
- 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)<br />
- HVAC10 max range to 950m from 900m.<br />
- UAC10 Max range to 650m from 600m.<br />
- Increased projectile speed, increased ROF, and decreased time to overheat on the UAC10.<br />
- Tightened the spread on the LBX2/LBX10/LBX20 to match LBX5 spread at their stated max ranges.<br />
<br />
<br />
<br />
--- GAMEFLOW CHANGES ---<br />
<br />
- Maximum return for selling an asset reduced from 70% to 50%.<br />
- Increased the cost of Medium ASF Fighters.<br />
- Partisan heavy tank moved to forward spawn bases to provide in field AA<br />
- XP requirements for top ranks increased { Rank 9 (98k Cbills) : 38.4k-> 46k XP}<br />
{ Rank 10 (105k Cbills) : 46.4k-> 60k XP}<br />
{ Rank 11 (113k Cbills) : 54.4k-> 72k XP}<br />
{ Rank 12 (128k Cbills) : 67.2k-> 91k XP}<br />
<br />
- Warhammer Base Chassis cost decreased by 3k<br />
- Rifleman Base Chassis cost decreased by 4k<br />
- Madcat Base Chassis cost increased by 5k<br />
- Novacat Base Chassis cost decreased by 3k<br />
- Modified Chevalier chassis cost and tweaked variants to increase average cost per variant<br />
<br />
<br />
- Tier system for Cbill modifier updates: { Solitaire tier 1->2 }<br />
{ Regulator tier 4 }<br />
{ Madcat tier 6->7 }<br />
{ Novacat tier 6->5 }<br />
{ Rommel tier 4}<br />
{ Thanatos tier 5->6 }<br />
{ Argus tier 5 }<br />
{ Cauldron-Born tier 5 }<br />
<br />
- Ticket Values for some assets tweaked : { Solitaire 1->2 } { Sparrowhawk 4->2 }<br />
{ Owens 2->3 } { Avar 5->4 }<br />
{ Madcat 12->13 } { Hephaestus 1->2 }<br />
{ Novacat 11->10 } { Epona 8->7 }<br />
{ Catapult 8->7 } { Regulator 7 }<br />
{ Rifleman 8->7 } { Rommel 7 }<br />
{ Warhammer 9->8 } { Cauldron-Born 10 }<br />
{ Argus 8 }<br />
{ MKII 13->14 }<br />
{ BloodAsp 15->16 }<br />
{ Atlas 13->14 }<br />
{ Fafnir 15->16 }<br />
<br />
--- MAP UPDATES ---<br />
<br />
- New map: TC Oasis<br />
- 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<br />
- TC ValleyForge update: Improved architecture; airfields added; added more sounds<br />
- TC ThunderRift: VTOLs! fixed a mechtrap<br />
- TC Altay: attempt to increase performance by adjusting light sources, fixed the pit under D3 base<br />
- TC Bogs: attempt to increase performance by toning down particle effects<br />
- TC Dustbowl: fixed mechtraps<br />
- TC Deathvalley: added base weights to minimap, new meteor impact sound<br />
- TC IvoryTower: removed curbs from airfields to help takeoffs<br />
- TC Inferno: changed the structures near the airfields to help takeoffs<br />
<br />
--- AUDIO CHANGES ---<br />
<br />
- Explosion sounds improved<br />
- HVAC 2 new sound<br />
- new AC and HAG impact sounds<br />
- Large Pulse Laser firing sound improved<br />
- LRM impact sounds improved<br />
- Weapon and run sound volumes overall slightly reduced<br />
- New weapon sounds for HAG, Thumper and Heavy PPC<br />
- PPC and ER PPC have improved sounds<br />
- New sound for critical explosion<br />
- Ground UAC2, all air UACs, all RACs switched to performance saving loops with drop-off tails<br />
- Correct spin up and spin down now playing for all RACs<br />
- Mobile Long Tom improved with new deploy, impact and shell whine sounds.<br />
- Overheat/low charge alarm when a rapid fire weapon is about to stop firing<br />
- Signal beeps for when rapid fire weapons are ready again.<br />
- New ICE engine sounds for Demolisher, Partisan and Mobile Long Tom.<br />
- New fusion engine sound for Chevalier<br />
- New hovercraft engine sound for Regulator<br />
- New meteor impact sound for TC Deathvalley<br />
- Ducan Fisher voice clips updated with stadium PA effect.<br />
<br />
--- VISUAL EFFECTS CHANGES ---<br />
<br />
- All vehicle projectiles now play surface appropriate impact effects<br />
- All impact effects heavily optimized for performance<br />
- Minor optimizations to critical explosion effect to reduce performance impact</pre><br />
<br />
===0.8.6===<br />
'''Release date:''' 28 July 2017<br><br />
'''Standalone:''' No<br><br />
'''Changelog:'''<br><br />
<br />
<pre class="mw-collapsible mw-collapsed"><br />
Version 0.8.6 - GAMESPY FIX<br />
-----------------------------<br />
<br />
------ KNOWN ISSUES ------<br />
<br />
GAME SYSTEMS<br />
- At the first launch, the game might give you a warning for modified files, and therefore crash. Workaround is just to restart the game. <br />
- Switching profile might trigger a profile logout, making you unable to see the server list. Workaround is just to restart the game<br />
<br />
LAUNCHER<br />
- All the manual changes made to Server.cfg will be lost if you use the Sever Configuration prompt of the Launcher.<br />
<br />
GAMEPLAY<br />
- Pulse lasers occasionally fire an additional laser pulse<br />
- "Pilot Splat Syndrome": 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.<br />
- 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<br />
<br />
HUD<br />
- Certain HUD elements might overlap other UI elements<br />
<br />
SOUND<br />
- Ballistic and missile weapons readiness sounds play also when the weapon is empty<br />
- Ballistic and missile readiness sounds will also play on the reload of an ammo ton and may overlap the ammo reload sound<br />
- Laser readiness sounds will even play when you leave your asset<br />
- Playback of reload sounds may fail on auto-reload and are outright broken on MRMs for the MRM to function correctly as a weapon<br />
<br />
CONTROLS<br />
- 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<br />
<br />
----- GAME SYSTEMS -----<br />
<br />
- Switched to our own custom master server list / GameSpy Login service provider<br />
<br />
- We moved to a better folder structure for the handling of the game data<br />
<br />
- In order to do this change, the installer will replace your current "autoexec.cfg" with our custom version, and will delete "server.cfg" and "levelrotation.xml" from the MWLL installation folder. Be aware that modifying this new autoexec file might cause issues.<br />
- You can use your custom autoexec by renaming it as "user.cfg" and moving to the new client data folder.<br />
- You can use your custom server configuration by backing it up and moving it to the new server data folder.<br />
<br />
- Client data folder is now My Documents/Crysis Wars/MWLL/Client <br />
- This implies that, if you want to use a custom cfg configuration file, you must rename it as "User.cfg", and store it in that folder.<br />
- This will also be the location of the client logs (not the crash logs)<br />
<br />
- Server data folder is now My Documents/Crysis Wars/MWLL/Server<br />
- The configuration files (server.cfg, levelrotation.xml) will be loaded from that folder now (unless you start the server using a custom bat script)<br />
<br />
- Due to this new system, changing the user.cfg will no longer affect the actionmapper axis inversion setting.<br />
- The Actionmapper settings will be saved in Actionmapper.cfg<br />
<br />
----- LAUNCHER -----<br />
<br />
- The Launcher will log you in automatically now. There is no need to register / log in to Qtracker / Gamespy anymore.<br />
- Fixed Launcher unable to recognize Debug / Release DLLs<br />
- 64 bit mode is the default one<br />
- The Launcher is now able to detect broken profiles and warn you before launching the game<br />
</pre><br />
<br />
===0.8.5===<br />
'''Release date:''' 23 May 2017<br><br />
'''Standalone:''' No<br><br />
'''Changelog:'''<br><br />
<br />
<pre class="mw-collapsible mw-collapsed"><br />
Version 0.8.5<br />
-----------------------------<br />
<br />
------ KNOWN ISSUES ------<br />
<br />
GAME SYSTEMS<br />
- At the first launch, the game might give you a warning for modified files, and therefore crash.<br />
Workaround is just to restart the game.<br />
<br />
LAUNCHER<br />
- All the manual changes made to Server.cfg will be lost if you use the Server Configuration prompt of the Launcher.<br />
<br />
GAMEPLAY<br />
- Pulse lasers occasionally fire an additional laser pulse<br />
- "Pilot Splat Syndrome": 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.<br />
- 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<br />
<br />
HUD<br />
- Certain HUD elements might overlap other UI elements<br />
<br />
SOUND<br />
- Ballistic and missile weapons readiness sounds play also when the weapon is empty<br />
- Ballistic and missile readiness sounds will also play on the reload of an ammo ton and may overlap the ammo reload sound<br />
- Laser readiness sounds will even play when you leave your asset<br />
- Playback of reload sounds may fail on auto-reload and are outright broken on MRMs for the MRM to function correctly as a weapon<br />
<br />
CONTROLS<br />
- 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<br />
<br />
------ BUG FIXES ------<br />
<br />
STABILITY<br />
- Fixed a certain number of crashes to desktop caused by particle effects<br />
<br />
GAMEPLAY<br />
- Fixed wrong Sulla damage modifiers<br />
<br />
--- GAMEPLAY CHANGES --- <br />
<br />
- Added sensitivity modifier for the floating reticle while zooming<br />
- Base AMS now will shoot down bombs<br />
- Corsair C variant updated<br />
- Hawkmoth G variant updated<br />
- Long Tom Short Range ammo area of blast decreased by 33%<br />
- Long Tom Long Range ammo area of blast increased by 33%<br />
- Air medium and small lasers now have a 1.3x damage modifier against other aircraft<br />
- Air RAC5 spread decrease<br />
<br />
--- AUDIO ---<br />
<br />
- Replaced reload beep with a less aggressive one-shot<br />
- Fixed PPC / ERPPPC readiness sounds<br />
<br />
--- NETWORK ---<br />
<br />
- Corrected network scheduling for various assets to improve performance<br />
<br />
--- CAMO ---<br />
<br />
- Enhancement to Green, Red, Yellow and Exotic camos <br />
</pre><br />
===0.8.4===<br />
'''Release date:''' 14 May 2017<br><br />
'''Standalone:''' No<br><br />
'''Changelog:'''<br><br />
<pre class="mw-collapsible mw-collapsed"><br />
-----------------------------<br />
<br />
------ KNOWN ISSUES ------<br />
<br />
GAME SYSTEMS<br />
- At the first launch, the game might give you a warning for modified files, and therefore crash.<br />
Workaround is just to restart the game.<br />
<br />
LAUNCHER<br />
- All the manual changes made to Server.cfg will be lost if you use the Sever Configuration prompt of the Launcher.<br />
<br />
GAMEPLAY<br />
- Pulse lasers occasionally fire an additional laser pulse<br />
- "Pilot Splat Syndrome": 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.<br />
- Arrow IV Artillery launcher won't lock on some ASFs and VTOLs<br />
- 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<br />
<br />
HUD<br />
- Certain HUD elements might overlap other UI elements<br />
<br />
SOUND<br />
- Ballistic and missile weapons readiness sounds play also when the weapon is empty<br />
- Ballistic and missile readiness sounds will also play on the reload of an ammo ton and may overlap the ammo reload sound<br />
- Laser readiness sounds will even play when you leave your asset<br />
- Playback of reload sounds may fail on auto-reload and are outright broken on MRMs for the MRM to function correctly as a weapon<br />
<br />
CONTROLS<br />
- 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<br />
<br />
------ BUG FIXES ------<br />
<br />
GAMEPLAY<br />
- Fixed a crash caused by getting a missile lock on an asset protected by AECM<br />
- Tweaked Harasser hover height<br />
<br />
------ VFX ------<br />
<br />
- Performance optimization pass on the new laser impact VFXs and Bomb explosions<br />
<br />
--------- GAMEPLAY CHANGES ----------<br />
<br />
- LAMS no longer targets Laser-Guided Bombs<br />
- Laser-Guided Bombs arming distance reduced to 100m from 200m<br />
- Improved turn speed of Air_SSRMs<br />
- Decreased ASF base chassis price across the board<br />
- Reduced tracking laziness on T-bolts<br />
- Reduced spread and slightly increased splash on Air_UAC5<br />
- Air_RAC2 moved to lightkinetic type<br />
- Bomber Engine power increased on the Sulla, Corsair, Avar, and Sparrowhawk. <br />
- Ramming damage decreased on ASF and Vtols.<br />
<br />
------ GAME SYSTEMS ------<br />
<br />
AUTOEXEC<br />
- Autoexec moved from Crysis installation dir to MWLL mod dir.<br />
This change was needed because the Crysis autoexec gets ignored if an Autoexec.cfg file is found in the MWLL mod directory<br />
<br />
------ LAUNCHER ------<br />
<br />
NEW LAUNCHER FEATURES<br />
- MWLL update notification<br />
- Installation integrity verification<br />
<br />
------ SOUND ------<br />
<br />
- Increased pitch on readiness and reload sounds to mitigate volume spike on multiple simultaneous reloads<br />
- Removed mistimed air Thunderbolt readiness sound <br />
<br />
------ CONTROLS ------ <br />
<br />
ACTIONMAPPER<br />
- Fixed an issue where changes made to the aircraft inversion control settings would have no effect if the "autoexec.cfg" file was placed in /Mods/MWLL/ directory<br />
<br />
------ CAMOS ------<br />
<br />
- Improvement to the Smoke Jaguar camo<br />
</pre><br />
<br />
===0.8.3===<br />
'''Release date:''' 9 May 2017<br><br />
'''Standalone:''' No<br><br />
'''Changelog:'''<br><br />
<pre class="mw-collapsible mw-collapsed"><br />
------ KNOWN ISSUES ------<br />
<br />
LAUNCHER<br />
- 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.<br />
- The Repair and Check-for-updates buttons in the launcher are broken<br />
<br />
GAMEPLAY<br />
- Pulse lasers occasionally fire an additional laser pulse<br />
- "Pilot Splat Syndrome": 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.<br />
- Arrow IV Artillery launcher won't lock on some ASFs and VTOLs<br />
- 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<br />
<br />
HUD<br />
- Certain HUD elements might overlap other UI elements<br />
<br />
SOUND<br />
- Ballistic and missile weapons readiness sounds play also when the weapon is empty<br />
- Ballistic and missile readiness sounds will also play on the reload of an ammo ton and may overlap the ammo reload sound<br />
- Laser readiness sounds will even play when you leave your asset<br />
- Playback of reload sounds may fail on auto-reload and are outright broken on MRMs for the MRM to function correctly as a weapon<br />
<br />
ACTIONMAPPER<br />
- Any change made to the aircraft control inversion settings will have no effect if you have an "autoexec.cfg" file placed in /Mods/MWLL/ directory<br />
Workaround is to move the "autoexec.cfg" file outside from the /Mods/MWLL/ dir and place it into the Crysis Wars installation directory<br />
<br />
------ BUG FIXES ------<br />
<br />
ASSETS<br />
- Runway fireball syndrome has been fixed. You can land safely with your ASFs, now.<br />
- Camo is always applying to all the assets now<br />
- Harasser made more stable, particularly when entering and exiting water.<br />
- Partisan suspension loosened, should now get stuck less often.<br />
- Black Lanner fixes to collusion proxy and component proxies.<br />
- Armor distribution on Solitaire corrected, large side torso now correctly protected as is the back torso.<br />
- Corsair now correctly sells.<br />
<br />
HUD<br />
- Fixed a bug where the server list would not use all the available space for listing the servers<br />
- Fixed scoreboard showing a square instead of a minus sign when a team's score is below 0<br />
- Fixed missing Improved Heavy Gauss ammo icon not showing up in the buy menu<br />
- Fixed a bug where the ASF bomb sight would not be recalculated according to the zoom level<br />
- Fixed a bug where the ASF bomb sight would behave weirdly when upside down<br />
- Fixed precision issues in all the map / radar scopes<br />
- Fixed a bug where the contact icons in the BA radar would squeeze while rotating<br />
- Fixed target's health bars not rescaling after the target repaired<br />
- Fixed Heatsink damage indicators not updating after repairs<br />
- Fixed other players' names tag not showing up on Corsair and on the Huitzilopochtli<br />
<br />
WEAPONS<br />
- Fixed NARC being out of sync across clients<br />
- 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.<br />
- MRMs now ignore narc beacons<br />
<br />
AUDIO<br />
- Fixed Improved Heavy Gauss impact sound not playing<br />
<br />
MAPS<br />
- TC Taiga<br />
Fixed some more flying trees<br />
Fixed misleading mech icon at airfields<br />
<br />
- TC Wildlands<br />
Fixed an issue when hovers stuck in forward hangars<br />
Fixed minor glitches<br />
Fixed known invisible walls<br />
<br />
CONTROLS<br />
<br />
- Fixed DirectInput support not working<br />
This means joystick support has been fixed<br />
<br />
- Fixed various inversion inconsistencies with VTOL / ASF axis<br />
This implies you might have to recheck your inversion settings via the Actionmapper<br />
<br />
<br />
--- ASSETS ---<br />
<br />
NEW<br />
- Clan Avar Light Aerospace (35t)<br />
- Clan Xerxes Heavy Aerospace (85t)<br />
<br />
UPDATES<br />
- New cockpit for the Puma<br />
- Updated model for the Uller<br />
<br />
--- NEW WEAPONS ---<br />
<br />
- High Explosive Bomb: A single, high explosive unguided bomb.<br />
- Laser Guided Bomb: A single guided bomb. Does not lock on targets. Requires a TAG for guidance.<br />
- Cluster bombs: A cluster of 25 bombs. Meant for carpet bombing.<br />
<br />
--- GAMEPLAY CHANGES ---<br />
<br />
FOV<br />
- Increased FOV from 60 to 70<br />
<br />
WEAPONS<br />
- Changed unguided splash damage weapons (AC10/20, Hvac10, PPCs) from rocket code to new "explosive bullet" code. This should improve hit detection and may improve detection at high server loads.<br />
- AC Flak removed.<br />
- Tightened spread on STD and ER ATMs to prevent random misses against even stationary targets.<br />
- increased UAC2 and HVAC2 projectile speed to 3500 from 2500<br />
- 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.<br />
- Tightened burst speed for UAC10<br />
- Compacted AC5 and UAC5 burst length from 4 bullets to 3.<br />
- Small Pulse Lasers reworked. Burst increased to 6 shots from 2 and damage increased. Increased range of CSPL.<br />
- HVAC10 ROF increased to 20 from 17<br />
- Removed manual tracking on SSRMs to prevent odd star pattern at close ranges.<br />
- Increased ROF on Tbolts to match LRMs.<br />
- Long tom Ammos normalized to LongtomFar speed, uses gravity instead for ranges.<br />
- 8% Damage increase to all X-Pulse classes<br />
- Removed second laser on Medium laser base defense turrets.<br />
- ROF of RAC2 on EagleEye reduced to actual RAC2 ROF.<br />
<br />
VEHICLES<br />
- Huit hitboxes reshaped to be more in line with other tanks (harder to hit sides from front)<br />
- Increased Huit max speed by ~9kph, max reverse speed increased to 33kph from 8kph. Decreased engine penalty for rear armor damage.<br />
- Slowed transfer rate from front armor to internals on all tanks.<br />
- Relocated armor from Oro front to Oro turret.<br />
- Increased reverse max speed of Partisan.<br />
- Avatar original canon 64KPH engine returned so that its full armor could be restored. No more squishy Avatars.<br />
- Small armor redistribution on Uziel from side torsos towards Arms and CT.<br />
- Uller model tweaked, hitboxes reformed, and armor redistributed.<br />
- Puma Cockpit art added. Hitboxes reworked on Puma to add survivability.<br />
<br />
RETICLE<br />
- Free reticle re-enabled by default (Coupled Unlocked mode)<br />
- Coupled Unlocked mode has been reworked for increased smoothness<br />
- Increased responsiveness and torso speed while in Coupled Interactive mode<br />
<br />
AEROSPACE<br />
- Flight model overhaul<br />
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<br />
Landing dynamic is more realistic. You'll end up landing with your nose pointed up, like real planes.<br />
<br />
- ASF Taxiing update: If you keep Decrease Throttle pressed, you'll be able to reverse the thrust and move backwards<br />
Pitching up is not possible anymore when taxiing at low speeds<br />
Notice that Decrease Throttle works also as an actual brake while landing on a runway.<br />
<br />
- ASF Classes<br />
The variants of each ASF come in 3 different classes, now:<br />
- Fighter (unavailable for Shiva and Xerxes): high maneuverability, high armor, high electronics, low price, small weapons. Unable to carry bombs.<br />
- Attacker: medium maneuverability, medium armor, medium price, medium weapons. Can carry bombs WITHOUT reloads<br />
This means that buying additional bomb ammos on attackers is not possible, even if you still have free tons available<br />
- Bomber: low maneuverability, low / medium armor, high price, heavy weapons. Can carry bombs with reloads<br />
<br />
- AirGECM now increases missile lockontime by 2.75x to give VTOLs and low flying ASF some counter against missiles spam.<br />
- UACs entirely redesigned for superior strafing performance.<br />
- Gauss charge time for Aircraft (ground are still fire on demand)<br />
- Missile weapons redesigned for aircraft performance and balance.<br />
- Small and medium laser classes maxrange increased for aircraft.<br />
<br />
VTOLS<br />
- VTOLs will lose maneuverability while boosting<br />
- Removed extra damage modifier for missiles and energy weapons against VTOLs.<br />
- Increased extra damage modifier for Gauss and LBX against VTOLs.<br />
<br />
LEAGUE MODE<br />
- Implemented a new command for league play: C-Bill Button<br />
This command works only if "sv_leaguemode_givecbills" AND "sv_leaguemode_enable" are BOTH set to 1<br />
The way it works is that any player who presses the "Home" key in the default key bindings (or types "givemecbills" in the game console and presses enter) will receive 100000 cbills IF the conditions mentioned above are satisfied<br />
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 "sv_cbillmessage_broadcast" will be set to 0 (default value). If "sv_cbillmessage_broadcast", the message will be visible to every player connected on the server.<br />
Whether "sv_cbillmessage_broadcast" 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)<br />
<br />
--- GAMEFLOW CHANGES ---<br />
<br />
- Scat base chassis price decreased.<br />
- Single HS prices decreased<br />
- Huit Base chassis price decreased.<br />
<br />
--- HUD CHANGES ---<br />
<br />
BUY MENU<br />
- ASF silhouettes are now shown from above<br />
- The menu will now show the selected paint<br />
- The menu will now show the available c-bill amount<br />
- Scrolling via mouse wheel made a bit faster<br />
<br />
GENERAL<br />
- Chat window has been squeezed in order to make it less obstructive<br />
- Paperdolls will still be visible even if the targeted contact won't be in line-of-sight<br />
In this case, an "OUTDATED" writing will show up, meaning that the displayed information is outdated.<br />
<br />
- Target brackets redesigned<br />
Now it will show the name of the player (if identified) and the distance<br />
<br />
- Battle Armor paperdoll for target displays added<br />
- Tuned down brightness of IR vision<br />
<br />
BATTLE ARMOR<br />
- Now shows the target grid location<br />
- Added proper compass with target markers<br />
- Reworked crosshair<br />
Removed stock Crysis crosshair that was obstructing the view<br />
The crosshair won't show the power status of the vehicle you're looking at anymore<br />
<br />
VEHICLE<br />
- Aiming reticle revamped<br />
Now works consistently between different asset types<br />
TAG and NARC indicator have been added near the crosshair reticle<br />
Lockon indicator has been reworked for better visibility<br />
Weapon group markers redesigned and resorted<br />
- Group 1,3,5 at the left, group 2,4,6 at the right. Lower numbers at the top, higher at the bottom.<br />
<br />
- 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.<br />
This means the reticle won't turn red while facing an enemy if the radar is in PASSIVE mode<br />
<br />
- Long Tom HUD has been revamped<br />
Standard reticle is no longer shown in the Long Tom HUD interface<br />
Weapon groups indicators have been removed in favor of a single weapon status indicator<br />
Radar and map scope will now show the Long Tom impact PIP (predicted impact point)<br />
Tank status added (in position, not deployed, ready to deploy)<br />
Trajectory indicator redesigned<br />
<br />
- Pitch indicator has been added to all ground vehicles<br />
It shows absolute pitch, not relative<br />
On the Long Tom, it shows the pitch of the cannon, not of the camera<br />
<br />
- Torso / turret twist indicator has been added to all ground vehicles<br />
Upper arrow indicates the twist of the turret relative to the main body of the vehicle<br />
<br />
- Updated mech external / back torso damage readouts<br />
Will show the proper external position now (left / right), as well as properly sized health bars<br />
<br />
- 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<br />
<br />
- Make heat warning bars on the heat gauge for Mech and Tank HUDs more visible<br />
- Changed heatsink damage indicators to make them better visible<br />
<br />
ASF HUD<br />
- Reworked the logic of the bomb calculation PIP<br />
This should increase a lot the overall accuracy of the PIP<br />
It won't be shown anymore when facing upside down<br />
<br />
- Added proper compass with target markers<br />
- Added proper horizon indicator<br />
- Added proper altimeter / speedometer<br />
- Added PULL UP warning (triggers at 40m)<br />
- Added STALL warning (triggers when the ASF is reaching the point of no control)<br />
- STALL and PULL UP warning will not work when the landing gears are deployed<br />
- Added Landing gear deploy indicator<br />
- Added Heatsink damage indicator<br />
<br />
MISC<br />
- New tips added to the loading screen<br />
- Removed non-relevant info in the server list screen<br />
<br />
--- SOUND ---<br />
<br />
WEAPONS<br />
- 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<br />
- PPC edited, ERPPC sound replaced<br />
- Gauss Rifle, Light Gauss Rifle, Heavy Gauss Rifle, Improved Heavy Gauss Rifle sounds have been expanded on.<br />
- Arrow IV launcher sound has been replaced<br />
- Long Tom cannon sound has been replaced<br />
- Introduction of readiness sounds for all weapons to indicate when the weapon is ready to fire again.<br />
- Impact sounds for PPC, ERPPC and Gauss Rifles sounds have been replaced<br />
- Added Ammo depleted reload sound<br />
<br />
VEHICLES<br />
- New missile warning sound<br />
- Oro and Ares tanks have new engine sound<br />
- Demolisher and Partisan tank tread sounds volume increased.<br />
- LongTom, Partisan and Huit tread squeaks no longer play in standstill<br />
- New heavy mech footfall sound<br />
<br />
AIR WEAPONS<br />
- Charge up sounds for Air Gauss Rifles<br />
- Added Air UAC 2, UAC 5, UAC 20 sounds<br />
<br />
AIRCRAFTS<br />
- New startup sound for Xerxes Aerospace fighter<br />
- New engine sounds for Xerxes and Avar Aerospace fighters.<br />
- New afterburner sound for all Aerospace fighters<br />
- All Aerospace fighters now have fusion engine sounds<br />
<br />
--- MAPS ---<br />
<br />
UPDATES<br />
<br />
- SA Jungle<br />
attempt to fix the clipping through the hangar bay issue.<br />
<br />
- TC Altay<br />
Added two repair bays to the side bases.<br />
<br />
- TC Enkeladus<br />
Tweaked base icons<br />
Added on more factories to the corner bases<br />
Hovers should be able to leave the forward factories without getting stuck<br />
Decreased base defenses<br />
<br />
- TC Harvest<br />
Decreased the view distance of the tank traps in the bocages so they will be displayed only when the surrounding vegetation is already rendered<br />
<br />
- TC IvoryTower<br />
Replaced the bugged 4 bay factories with the 8 bay versions<br />
<br />
- TC Marshes<br />
Base weight tweaks based on 8.2 gameplay experience<br />
NW and NE base weight increased from 1 to 1.5<br />
Added 8 bay factory to North base.<br />
<br />
- TC Taiga<br />
Decreased base weights<br />
Removed one MLaser turret from the center base<br />
The lowest parts of the map are not out of bounds anymore<br />
Main bases are not displayed as capable anymore<br />
<br />
- TC Wildlands<br />
Improved textures and lighting<br />
Tweaked vegetation<br />
Added destructible pine trees<br />
Removed small rocks which caused vehicles to stuck<br />
Added environmental sounds<br />
Added some hills in front of southern forward mech base so shooting at it from far will be more difficult<br />
Sorted out the icons on the minimap<br />
<br />
- TSA Clearcut<br />
Repositioned some objects<br />
<br />
NEW MAPS<br />
<br />
- TC Bogs (stormy version of TSA marshes)<br />
<br />
- TC Dune - Changes vs. the community version:<br />
Forward bases can only build assets up to 65t<br />
Decreased center base weight from 1.5 to 0.5<br />
Added beacons to help identify possible flanking routes<br />
<br />
- TC Forsaken - Changes vs. the community version<br />
Added some more details<br />
Center base weight decreased from 3 to 2<br />
<br />
- TC ValleyForge - Changes vs. the community version<br />
Minor changes<br />
<br />
--- VFX ---<br />
<br />
- Replaced PPC and Laser impact VFXs<br />
<br />
--- NETWORK ---<br />
<br />
- Increased the server internal update rate from 30hz to 60hz<br />
<br />
--- ACTIONMAPPER -----<br />
<br />
- Improved profile handling<br />
No need to save / activate profiles anymore. The new configs are saved as soon as the changes are made<br />
Profiles can be changed with the "File" -> "Switch Profile" option.<br />
Any change will produce a snapshot of the previous configuration file in the /backup/ subfolder of the selected profile's dir<br />
<br />
- Added support for new key bindings:<br />
Spectator Minimum Mode<br />
C-Bill Button<br />
Free Reticle Switch on/off<br />
<br />
--- DEFAULT KEY BINDINGS CHANGES -----<br />
<br />
- Spacebar: Pitch UP in Aircrafts<br />
- Left CTRL: Pitch DOWN in Aircrafts<br />
- Left Alt: Level out in Aircraft<br />
- F1: Free Reticle switch (on/off)<br />
- F2: Arm Coupling On/Off<br />
Triggering any of the reticle switches will force the reticle to recenter, to avoid reticle being offset when switching to fixed mode<br />
- Right Alt: change spectator mode<br />
- Right shift: Toggle Spectator Minimum Mode (Will show only player names while spectating)<br />
- Left control: Move camera down (spectator mode)<br />
- Now it's possible to use the mouse thumb buttons (if available) to quickly switch weapons in the Battle Armor (mouse4 and mouse5)<br />
mouse4 switches between the 2 direct-fire weapons that any BA can carry<br />
mouse5 switches to the BA-SRM2 Pack<br />
- "Home" key: Get 100,000 C-Bills (if the related league mode setting has been enabled on the server)<br />
<br />
--- CAMOS ---<br />
<br />
- Increased camo saturation. Standard camos should be less transparent now<br />
- New color combinations available for vanity camos<br />
- Dazzle pattern added<br />
- Removed gold camos<br />
</pre><br />
<br />
===0.8.2===<br />
'''Release date:''' 16 December 2016<br><br />
'''Standalone:''' No<br><br />
'''Changelog:'''<br><br />
<pre class="mw-collapsible mw-collapsed"><br />
Removed unintended PPC heat damage.<br />
</pre><br />
<br />
===0.8.1===<br />
'''Release date:''' 02 December 2016<br><br />
'''Standalone:''' No<br><br />
'''Changelog:'''<br><br />
<pre class="mw-collapsible mw-collapsed"><br />
------ KNOWN PROBLEMS ------<br />
<br />
- The Repair and Check-for-updates buttons in the launcher are broken<br />
- Pulse lasers occasionally fire a third pulse<br />
- Camo system won't work for the Corsair<br />
- 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<br />
- The buy menu is a bit inconsistent and might not show free tons<br />
- Certian HUD elements might overlap other UI elements<br />
<br />
------ BUG FIXES ------<br />
<br />
Assets<br />
- Fixed radar not working properly on Hephaestus G<br />
- Fixed iNARC ammo not buyable on Thanatos<br />
- Phantom MPL on the vulture F removed<br />
- Fixed WH Prime incorrectly having DHS.<br />
- Various buy menu corrections.<br />
Misc<br />
- Fixed an issue that was making the Crysis Sandbox Editor crash while opening any .cry file <br />
- Fixed the PPC/ERPPC not flying to their stated range.<br />
- Fixed the AC2flak losing all of its damage past 900m.<br />
- Fix for weird jumpjet bug on Osiris for 32bit Dlls.<br />
<br />
Major bugs<br />
- Fixed cheat protection triggering on custom maps. <br />
<br />
<br />
------ MAP UPDATES ------<br />
<br />
Added TC_Wildlands<br />
Added TC_Harvest <br />
<br />
--- GAMEPLAY CHANGES ---<br />
<br />
Variants<br />
- SparrowHawk D now has 2 ERLL<br />
- Corsair E now has 2 ERPPCs and 2 MLs instead of Gauss + ERLL<br />
- Sulla I now has ERPPC + Gauss instead of LBX5 + Gauss<br />
- Hawkmoth has been moved to Tier 2<br />
- Donar A has 2 less heatsinks and 2 more tons of armor<br />
- Vulture A SSRM2->SRM2 + 2 free tons.<br />
- Osiris C changed to 1 PPC | 2 SXPL | 1 SRM6; I-JJ | 3 DHS<br />
- Solitaire C changed to 1 ATM3 [HE] | 1 LBX2 | 4 Flamer; MASC | 2 DHS<br />
- Bushwacker F changed to 1 ERLL | 2 ERML | 2 ERSL | 2 LRM10; 1 LAMS | 6 DHS <br />
- Reenabled camera pitch on Longtom to a limited degree (max 15 degrees).<br />
- Raven G - 1 RAC2, -1 Mgun, -1 Freeton -> +1 PPC, +BAP, + .5 T armor<br />
- Raven A - 2MPXL, 2MBL, BAP, 1 T armor->+2 LPL(experiment)<br />
- Raven B - -1 AC10, -ACEM, -TAG-> +1 UAC10 +GECM<br />
- Owens G 2 LL-> 1 ERLL+ 1 LL<br />
- Chevalier B UAC2, Free ton-> ERLL + 2 HS<br />
- Warhammer C 2 SSRM6 -> 2 SSRM4 + 2 Free tons<br />
- Harasser A BAP -> GECM<br />
<br />
Assets<br />
- Added some armor onto Rifleman arms.<br />
- Awesome now has 90 degree rotation limit from 80.<br />
- Uller gained some armor onto CT.<br />
- Reverted RAC5 placement on bushwacker A after internal discussion.<br />
- Warhammer Prime had 8 DHS in the code, fixed to the correct 8 HS<br />
- Added 1 DHS to all Black Lanners in exhange for 1 ton of armor<br />
<br />
HUD<br />
Turned night vision into IR-like<br />
- Pros:<br />
- Can be used in super dark maps<br />
- Can be used in slight dark maps as well (Enkeladus, Thunder Rift)<br />
- Cons:<br />
- Graining and fog will make long range engagements a bit difficult<br />
- No colors, only black and white<br />
<br />
Weapons<br />
- 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.<br />
- iNARC beacon time reduced to 38 seconds from 45.<br />
- UAC20 reverted to 2 shots per burst from 3, was too difficult even for good players to use.<br />
- Slight decrease to SSRM spread.<br />
- Decreased HEATM lockon time from 1.75 to 1.25 seconds<br />
- Decreased SRM cone of fire spread so that only one should sometimes miss the target at closer ranges rather than two or three.<br />
- 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.<br />
Gameflow<br />
- Score requirement for ranks 3 through 12 reduced by 20%<br />
- Score requirement for rank 2 reduced by 40%<br />
- Reduced ticket cost of all starter assets:<br />
Osiris 3->1<br />
Solitaire 4->1<br />
Uller 4->2<br />
Owens 4->2<br />
APC 3->2<br />
Harasser 2->1<br />
Hephaestus 4->1<br />
Chevalier 3->2<br />
Partisan 5->4<br />
Ares 5->3<br />
<br />
- Cbill bonus for Kills reduced by 25%<br />
- Cbill reward for C3 reduced by 50%<br />
- Cbill and score reward for capturing bases in TC increased by 30%<br />
- Decreased Shadowcat base chassis cost by 4000.<br />
- Increased Blacklanner base chassis cost by 2000.<br />
- Decreased Raven base chassis cost by 2000.<br />
- Decreased Hephaestus base chassis cost by 2000<br />
</pre><br />
<br />
===0.8.0 Community Edition===<br />
'''Release date:''' 28 October 2016<br><br />
'''Standalone:''' No<br><br />
'''Changelog:'''<br><br />
<pre class="mw-collapsible mw-collapsed"><br />
------ BUG FIXES ------<br />
<br />
Assets<br />
- Ares now shows up as a tank on radar rather than a light mech<br />
- Solitaire with ammo based weapons should no longer instantly lose its side torso when hit by splash<br />
<br />
HUD<br />
- The weapon list does not contain a phantom entry below the last weapon anymore<br />
- Fixed an issue where the distance to target in the longtom HUD was always 0<br />
- Random color component bug at 75%, 50% and 25% status is gone<br />
- Zooming in won't leave parts of the HUD cut off screen anymore<br />
<br />
<br />
--- GAMEPLAY CHANGES ---<br />
<br />
We have 2 reticle modes now accessible by default<br />
- The default one will be the "Coupled Fixed" mode, where arm and torso will always be locked in the center of the screen<br />
- Pressing Left Alt will switch to "Coupled Interactive" mode, an enhanced version of the old "Torso Follow mode"<br />
In this mode, the torso will start following the reticle as soon as you move it away from the center of the screen<br />
<br />
<br />
--- DEFAULT KEYBINDINGS CHANGES -----<br />
<br />
- VTOL and AeroSpace Fighters now have the same controls:<br />
Pitch up / down : mouse down / up<br />
Yaw left / right : mouse left /right<br />
Roll left / right : A / D keys<br />
- CBill donation confirm has been moved to "enter"<br />
- Cbill donation menu has been moved to "right shift"<br />
- Chain fire switch has been moved to "backspace"<br />
- Weapon group assign has been moved to "right control" <br />
- Left Alt now switches your reticle modes<br />
- Crysis VOIP button has been removed, we don't use it anymore.<br />
- "Show Objectives" keybinding is an actual switch, you don't have to keep it pressed anymore<br />
- Auto Shutdown has been moved to H<br />
- Left mouse button won't fire the selected weapon group anymore, it fires Weapon Group 1 now<br />
<br />
------ MISC ------<br />
<br />
- 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.<br />
- More than 40 camos available for all the ground assets!<br />
- The meaning of cl_free_reticle_independent has been inverted. 0 (default) locks the reticule to the torso, 1 allows independent arm movement<br />
- g_revivetime may now be freely set by the server. It is still advisable that admins keep it above 15 seconds. especially in TC.<br />
- The cheat protection has been improved and the game loading time should be much better now<br />
- Even better loading times thanks to the recompression of PAK files<br />
This will also save a lot of drive space<br />
- Clients may now set g_commentator to 0 to disable Duncan Fisher commentary during SA & LMS game modes. sv_leaguemode_commentator has subsequently been removed<br />
- Dead players can now chat to the living and vice-versa. This will be disabled if league mode is enabled<br />
<br />
------ MAP UPDATES ------<br />
<br />
TC_ThunderRift:<br />
- lowered the ceiling near the forward factories to prevent LT-ing from base<br />
- modified the forward factories: now they support assets only until 65 tons<br />
<br />
TC_Marshes:<br />
- 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)<br />
- 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<br />
- 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<br />
- North east and north west cap points: fixed the behaviour of the turrets, new base weight: 1<br />
- South east and west cap points: new base weight: 1.5<br />
- The base values are shown on the minimap<br />
<br />
TC_Taiga:<br />
- Map out of bounds timer increased to 30sec<br />
- Main bases are not capturable anymore<br />
- Center cap area fixed (it was much smaller than the others)<br />
- Small adjustments in cap areas overall<br />
- "Glassy" textures improved - you can still see this odd effect on the textures, but it is not so noticeable now.<br />
- Cappable factories can only build assets up to 65tons<br />
- Removed spawn points, factory and repair bays from center cap point - new base weight: 1.5<br />
- 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<br />
- Fixed floating bridges<br />
- Base weights displayed on minimap<br />
- Fences removed<br />
<br />
TC_Altay:<br />
- Repair bay in the infamous center base is gone. Center mechbay can build only hovers and lights hovers.<br />
- Updated minimap with base weights<br />
- Changed the cooling factor on the map: now it is 100% (default), previously it was 200%.<br />
- Changed the weight of the center base from 1.5 to 0.5 - backcap should be more viable now<br />
- Smoothed the terrain near the first southern cap point, so it is easier to use the mountains there as an alternate route.<br />
- fixed the holes in terrain/rocks near SouthWest base<br />
- further cleared the SW base area, so there is more space to move and climb the hills<br />
- turrets added: AA mgun turrets to SW and NE bases, LLaser to center<br />
- fixed the behaviour of the turrets in cap points<br />
- fixed mechtraps<br />
<br />
TC_Kagoshima:<br />
- Removed LT and Tanks from the forward bases.<br />
- Decreased the base weight of the forward factories - they had twice the weight than the other bases, now every base has the same weight.<br />
- modified the capzone at the forward factories<br />
<br />
TC_Mirage<br />
- Map out of bounds timer increased from 10sec to 25sec<br />
- LLaser turrets replaced with Camera turrets<br />
- 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.<br />
- Extended the playable area near airbases<br />
<br />
------ WEAPON CHANGES ------<br />
<br />
Pulse Lasers<br />
- 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)<br />
- Large Pulse laser, Large X Pulse Laser, Clan Large Pulse Laser, range increased to 650, 750, and 850 respectively.<br />
- Heat on entire large pulse laser class has been decreased, more for LPL and XLPL, less so on CLPL.<br />
<br />
PPCs<br />
- 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.<br />
First damage source is primary hit location damage (0.5 meter radius) and is 66% of the damage of the shot.<br />
Secondary damage source is the final 33% of the damage spread over 3 meters including the hit location.<br />
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.<br />
PPC particle effect now has a refraction trail.<br />
<br />
SRM<br />
- 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)<br />
- SRMs are now vulnerable to LAMS.<br />
- Damage slightly increased.<br />
<br />
SSRM<br />
- SSRM tracking improved.<br />
- CSSRM now locks and flies to 450m from 350m.<br />
- SSRMs are now vulnerable to LAMS.<br />
- Damage normalized with SRMs.<br />
<br />
MRM<br />
- MRM damage increased to match LRM damage per missile on a 1 to 1 ratio.<br />
- MRM launcher fire rate now tied to launcher size like LRMs are, smaller launchers will fire quicker.<br />
- MRMs are now vulnerable to LAMS.<br />
<br />
LRM<br />
- 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.<br />
- Decreased tracking ability on CLRM slightly.<br />
- Lock on time is now tied to launcher size, smaller launchers will lock quicker.<br />
- Increased lifetime on ELRMs so that they don't explode prematurely when making course corrections near their max range anymore.<br />
<br />
Arrow IV<br />
- Arrows reworked entirely.<br />
They are no longer single large damage missiles superior at tracking single targets.<br />
Each salvo now fires 4 individual smaller missiles that will spread and blanket a small area around their target.<br />
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.<br />
Arrow damage per ton doubled.<br />
Exposed Arrow launchers (on mechs) will now explode for heavy damage if destroyed.<br />
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.<br />
<br />
ATMs<br />
Standard<br />
- Fire rate decreased to give lighter assets better chance to dodge them.<br />
- Slightly increased health vs LAMS.<br />
- Now identified as ATM (STD)<br />
Extended<br />
- Slightly increased health vs LAMS.<br />
- Higher fire rate compared to Standard. Now on ground assets.<br />
- Fastest lock time.<br />
- Now identified as ATM (ER)<br />
High Explosive (New)<br />
- Very slow fire rate but very high damage and large explosion.<br />
- Very vulnerable to LAMS.<br />
- 300m lifetime and lockon range.<br />
- Slowest lock time.<br />
- Now identified as ATM (HE)<br />
HE ammo is superior at single target suppression but massed SSRMs will do more damage quicker.<br />
<br />
Gauss<br />
- Gauss now explode in mechs with more consistency, only the Fafnir torsos are completely immune to explosions.<br />
- Increased shots per ton from 10 to 12<br />
Heavy Gauss<br />
- Decreased reload time to normalize with Gauss.<br />
- Now Requires bulky siege pod if ever in a mech arm (Thanatos)<br />
Improved Heavy Gauss<br />
- Decreased reload time to normalize with Gauss<br />
- Increased shots per ton to 6 from 5.<br />
Light Gauss<br />
- Now explodes when destroyed (smaller explosion and less damage than Gauss explosion).<br />
<br />
UAC20<br />
- Now fires 3 shots instead of 2, damage per burst remains the same, adjusted shots per ton accordingly.<br />
<br />
UAC10<br />
- Now fire 2 shots instead of 3, damage per burst remains the same, increased shots per ton slightly.<br />
<br />
AC10<br />
- Reworked, again!<br />
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.<br />
<br />
AC5/UAC5<br />
- Reworked, again!<br />
Tightened up burst from 6 shots to 4 shots.<br />
Increased damage significantly and slowed down fire rate significantly.<br />
Removed all inherent spread.<br />
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.<br />
UAC5 functions identically but has half the refire rate (2.5 second cooldown).<br />
<br />
AC2<br />
- Reworked to match the AC5.<br />
Damage sits more at an AC2.5 than true AC2.<br />
Tightened up burst from 8 shots to 6.<br />
Now excels as long range sniper weapon but makes inferior AA.<br />
Counts as 3 tons from 3.5 tons in build rules.<br />
<br />
UAC2<br />
- Reworked to function uniquely from the rest of the UACs.<br />
Now fires a constant stream of bullets making it superior AA and good at wearing down targets caught in the open.<br />
Damage close to a UAC3 than true UAC2.<br />
Good support weapon but requires time to do damage so poor at skirmishing or brawling.<br />
Damage per ton increased.<br />
<br />
HVAC2<br />
- Unique weapon to the Mauler.<br />
- Functions identically to AC2 but travels to 1500m+ with less shots per ton.<br />
<br />
HVAC10<br />
- Similar damage profile to AC10, slightly less splash damage.<br />
- Flies faster than an AC10 shot.<br />
- Max range ~900m.<br />
- Fewer shots per ton.<br />
<br />
Mgun<br />
- Now has unlimited ammo. (INFINITE POWER!)<br />
- Will now overheat after 12 seconds of continuous fire and need to cooldown.<br />
<br />
LBX<br />
- LBX2, 5, 10 spread slightly increased to match LBX20 spread at their max ranges.<br />
<br />
Thunderbolts<br />
- Reworked, added some splash damage to fix the weird hit detection issues.<br />
- Can now lock on manually from 750m, flight lifetime at 1000m.<br />
- Now on select ground assets.<br />
- 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.<br />
<br />
TAG<br />
- Increased Vehicle based TAG range to 1300m.<br />
<br />
NARC<br />
- Improved tracking ability and flight pattern of narc missiles.<br />
- iNARC now last longer<br />
<br />
Longtom Artillery overhaul<br />
- 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<br />
- There are now three longtom variants, the Prime uses standard ammo, which behaves unchanged from 0.7.1.<br />
- 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.<br />
- 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.<br />
- Slightly increased Min/Max pitch angle of cannon by 1 degree.<br />
<br />
RAC2<br />
- Increased max spread.<br />
- Normalized spinup time with RAC5.<br />
- Normalized reload time with RAC5.<br />
<br />
RAC5<br />
- Slightly decreased spinup time.<br />
<br />
Flak AC2<br />
- New weapon, high good damage vs aircraft but low damage vs ground forces.<br />
- 1200m range, functions similarly to fast firing LBX for maximum efficiency against aircraft.<br />
<br />
Flak AC5<br />
- New weapon, functionally similar to AC2 but better damage. 900m range.<br />
<br />
Flamer<br />
- Increased time needed to reach overheat allowing for MOAR BURNINATION.<br />
- Increased splash damage and area significantly, should allow for increased performance against BA on or near the ground or hiding in cover.<br />
- Added impact particle.<br />
<br />
------ ASSET VARIANT CHANGES ------<br />
<br />
- All of em!<br />
- Infamous Shiva A and Donar A have been replaced<br />
<br />
------ ASSET CHANGES ------<br />
<br />
MECHS<br />
- Armor redistributed from legs towards the rest of the mech on all assault, heavy, medium, and stumpy legged lights (Uller, Puma, Cougar).<br />
- 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.<br />
- Fibro Fiborous armor bonus protection honoured where applicable. Many of the lighter mechs were built off the technology and were squisher than needed.<br />
- Standard Jump jets now have better forward thrust.<br />
<br />
ASF<br />
- Overhaul of ASF flight model.<br />
Top speed of all ASFs has been increased.<br />
Maneuverability has been tweaked to make flight model less twitchy and smoother.<br />
Afterburner is way more powerful now, but it also heat up your asset faster<br />
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.<br />
- 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<br />
- 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.<br />
- ASF/VTOL can no longer detect BA on their radar without the help of a ground based C3 relaying it to them.<br />
- 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)<br />
<br />
Shiva<br />
- Materials have been updated; Shiva doesn't look like a mirror anymore.<br />
<br />
VTOL<br />
- Slight tweak of the flight model.<br />
Changed mass values and moved the center of the mass to make the flight model smoother and less twitchy<br />
Yaw/pitch/roll speeds are unchanged from 0.7.1<br />
<br />
Ryoken (Stormcrow)<br />
- Fix for physicalized weapons (like Gauss) passing through the "cheeks" of the torso.<br />
- Hit boxes tweaked so that most of the cockpit canopy is CT instead of being thinly sliced between RT, CT, and LT.<br />
- Some variants now have LAMS.<br />
<br />
Chevalier<br />
- Adjusted splash damage modifiers and transfer rates to counteract sudden death syndrome.<br />
<br />
Harasser<br />
- Adjusted splash damage modifiers and transfer rates to counteract sudden death syndrome.<br />
<br />
Hephaestus<br />
- Adjusted splash damage modifiers and transfer rates to counteract sudden death syndrome.<br />
<br />
Warhammer<br />
- Prime variant now uses a Fusion engine and is the original variant, substantially decreasing its price, it also has lower side torso transfer rates.<br />
<br />
Catapult<br />
- Prime variant now uses a Fusion engine and is the original variant, substantially decreasing its price, it also has lower side torso transfer rates.<br />
<br />
Solitaire<br />
- Improved turn rate.<br />
<br />
Avatar<br />
- Armor redistributed from arms towards side torsos and CT.<br />
- Now has 360 torso twist.<br />
<br />
Uziel<br />
- Armor further distributed from arms towards side torsos and CT.<br />
<br />
Mauler<br />
- Armor redistributed from arms towards side torsos and CT.<br />
<br />
Owens<br />
- BAP, C3, and TAG are now fixed to the chassis and will always be present on all variants.<br />
<br />
Shadowcat<br />
- MASC and JJs are now fixed to the chassis and will always be present on all variants.<br />
<br />
Rifleman<br />
- Armor redistributed from arms towards side torsos and CT.<br />
<br />
Puma<br />
- Armor redistributed from arms towards side torsos and CT.<br />
<br />
Vulture<br />
- Armor redistributed from arms towards side torsos and CT.<br />
<br />
Huit<br />
- LAMS added to the chassis.<br />
- 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)<br />
<br />
Longtom<br />
- Now has correct armor and internals.<br />
- Drastically reduced boost heat buildup.<br />
<br />
Partisan<br />
- Added LAMS to turret<br />
- Partisan "F" has Fusion engine to achieve superior speed, its base chassis price is substantially higher.<br />
<br />
Oro<br />
- 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.<br />
<br />
Awesome<br />
- Increased turn rate.<br />
<br />
------ GAME FLOW CHANGES ------<br />
<br />
- Counted armor into base chassis price rather than as independent value to avoid weird prices.<br />
- There are now 8 C-bill modifiers instead of 4, instead of a 20% +/- modifier to cbills earned it is now 10%.<br />
The tiers are as follows:<br />
Harasser=1, Hephaestus=1, Hawkmoth=1, SparrowHawk=1, Apc=1, Osiris=1, Solitaire=1,<br />
Chevalier=2, Donar=2, Raven=2, Owens=2, Uller=2, Chimera=2, Ares=2<br />
Puma=3, Cougar=3, Partisan=3, Corsair=3, Sulla=3, HollanderII=3, Uziel=3,<br />
Blacklanner=4, Bushwacker=4, Shadowcat=4, Epona=4, Rifleman=4, Catapult=4, Oro=4, BA=4<br />
Ryoken=5, Thor=5, Loki=5, Vulture=5, Warhammer=5, Thanatos=5, Visigoth=5 ,Avatar=5,<br />
Madcat=6, Novacat=6, Demolisher=6, Awesome=6, Shiva=6, Mauler=6, Huitzilopochtli=6,<br />
Masakari=7, Morrigu=7, Atlas=7, MadcatMKII=7,<br />
LongTom=8, Fafnir=8, Daishi=8, Bloodasp=8<br />
<br />
- Increased BA death ticket cost from 1 to 2.<br />
- Revamped equipment and chassis costs, whereas before it was around 20% chassis and 80% equipment it is now closer to 50/50.<br />
- Restructured rank money to provide new assets in a smoother and more logical manner.<br />
- Increased rank requirements across the board to prevent ranks being skipped entirely.<br />
- Moved the Rifleman, Catapult, Loki, and Vulture to medium mech build bays, anywhere you can build mediums you can now build these.<br />
- Moved the Chevalier, Ares, and APC to hovercraft build bays, anywhere you can build hovercraft you can now build these.<br />
<br />
------ HUD CHANGES ------<br />
<br />
HUD<br />
- Night vision is an actual night vision now. It's green, and amplifies light way better than before.<br />
- Paperdolls V2: the internal and the armor paperdolls have been merged in a single big paperdoll<br />
The big external one shows the armor status of each component<br />
The internal one is a bit smaller, and it shows internal status of each component (internal system is currently implemented only for mech legs)<br />
- Health bars have been merged as well, in the same way as the paperdolls.<br />
- Consistent L / R component inversion of damage readuts: always inverted for targets, always uninverted for self damage readout<br />
- Crosshairs are actual crosses now, no more weird symbols around<br />
- Remove some other useless weird symbols and useless lines around the HUDs<br />
- Moved heading and pitch indicator on the top of the aiming reticles<br />
- 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..)<br />
- "HEAT LEVEL CRITICAL" message has been moved above the aiming reticle for better readability<br />
- "HEAT LEVEL CRITICAL" message now will appear as soon as the heat gauge goes over the yellow line, not the red one<br />
- Damage readouts of the components in tank HUDs have appropriate colors (green at 100% and yellow at about 70%, as in the mech HUD)<br />
<br />
BA HUD<br />
- Battle Armor pilots, now you finally can enjoy having a compass!<br />
- Improved visibility for BA SRM2 reloading status<br />
<br />
Misc HUD<br />
- There is no "Clan" 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.<br />
- Buy Menu HUD is showing tonnage, weight class and tech for each asset now<br />
- Loadout menu shows available camos by categories now<br />
</pre><br />
<br />
===0.7.1===<br />
'''Release date:''' 27 January 2013<br><br />
'''Standalone:''' No<br><br />
'''Changelog:'''<br><br />
<pre class="mw-collapsible mw-collapsed"><br />
New Content:<br />
- Added TC_Enkeladus<br />
- Added orange line to Aerospace heat indicator<br />
<br />
Balance<br />
- Adjusted free reticule & torso pitch values on all Mechs<br />
- Reduced crouch pitch bonus to +10‹ (was +20‹)<br />
- Adjusted Mech/Tank HUDs to be more legible<br />
- Increased firebomb reload time<br />
- Corrected cNarc lockon range<br />
- Added new engine sounds for Ares<br />
- Added Uller, Warhammer, Loki, Thor, Madcat MkII, Blood Asp F & G variants<br />
- Clan Large Pulse Laser -10% heat per shot<br />
- Firebomb fire rate interval increased to 5 seconds from 3<br />
- Global cbill accumulation slowdown changed to -10% (from -20% in 0.7.0)<br />
- Small optimization pass on TC_IvoryTower, TC_Frostbite<br />
- Removed several laser turrets from TC_IvoryTower<br />
- TC_Altay: Added repair pad to D3 base, removed Mech hangar's repair ability<br />
- TC_Altay: Moved spawngroup entity of easternmost base to VTOL tower to make spawn location more obvious to players<br />
- TC_Taiga: Moved OOB area lower to fix OOB warning when inside deep lakes<br />
<br />
Bugfixes:<br />
- Fixed Solaris Arena rankings not appearing<br />
- Fixed Thanatos spawning off-map<br />
- Fixed Long Tom HUD bug<br />
- Radar bug fixed on several variants<br />
- Fixed missing camos for several Mechs & weapon pods<br />
- Corrected buy menu mouse scrolling speed<br />
- Fixed several incorrect/inconsistent buy menu descriptions<br />
- Fixed collision proxy in Avatar torso<br />
- Fixed Chimera exploding from splash damage when mounting LRM-type weapons<br />
- Fixed Bushwacker, Shadowcat, Black Lanner torsos disappearing upon destruction<br />
- Fixed (c)UAC10/20 display names for consistency<br />
- Fixed AC10 & AC20 impact sounds not playing<br />
- Fixed PPC shots spawning double particles & sounds<br />
- Modified PPC impact properties (Slightly better performance)<br />
- Fixed HVAC ammo in buy menu<br />
- Fixed BA Bear MG not automatically being replaced upon buying new BA weapons<br />
- Fixed APC only available to Clans in puretech<br />
- Fixed top-mounted weapon convergence issues on Bushwacker, Catapult, Daishi, Loki, Masakari, Ryoken, Warhammer<br />
- Fixed sounds for Solitaire not working<br />
- Adjusted Uller hitbox proxies<br />
- Fixed Atlas movement bug when moving forward while pitching down<br />
- Fixed Atlas shooting self (e.g. Hitting self with NARC when pitched/twisted at certain angles)<br />
- Removed Ares 3rd person<br />
- Removed audio from radio messages<br />
- Heatsinks properly repair when asset is repaired (damage warning does not disappear from HUD)<br />
- Adjusted heat properties of several maps to be more inline with more punishing heat system (hot maps less hot, cold maps less cold)<br />
- TC_Altay: Fixed missing objects<br />
- TC_Altay: Light optimization pass<br />
- TC_Marshes: Fixed dips in ground around northern base; fixed light post in middle of repair pad<br />
- TC_Marshes: Fixed floating lights in middle base<br />
- TC_Marshes: Fixed untextured trees<br />
- TC_Taiga: Fixed invisible terrain inside easternmost base<br />
- TC_Taiga: Fixed missing dam objects<br />
- TC_Taiga: Fixed CL aero runway's broken buyzone<br />
- TC_Taiga: Fixed IS VTOL hanger floating when hit with C8<br />
</pre><br />
<br />
===0.7.0===<br />
'''Release date:''' 16 January 2013<br><br />
'''Standalone:''' No<br><br />
'''Changelog:'''<br><br />
<pre class="mw-collapsible mw-collapsed"><br />
<br />
New Features:<br />
- Free Reticle<br />
- New Tank Hud<br />
- New Mech Hud<br />
- The ejection key has to be tapped twice now to trigger the ejection<br />
- 4 new mech camos<br />
- Camo for tanks and hovercrafts is now partly supported<br />
<br />
<br />
New Content:<br />
- Added Chimera Mech<br />
- Added Ares Tank<br />
- Added Masakari Mech<br />
- Added Solitare Mech<br />
- New Map: TC_Altay<br />
- New Map: TC_Taiga<br />
<br />
Bug Fixes:<br />
- Fixed crash when shooting at destructable trees with pulse lasers<br />
- Fixed crash in arm animation code<br />
- Fixed reticle showing red on friendly mech legs<br />
- Fixed not getting rewards for narced tareget getting damage<br />
- Fixed granades not working before opening map<br />
<br />
Balance Changes:<br />
- Complete Rebalance<br />
- Tons of new variants<br />
</pre><br />
<br />
===0.6.1===<br />
'''Release date:''' 26 July 2012<br><br />
'''Standalone:''' No<br><br />
'''Changelog:'''<br><br />
<pre class="mw-collapsible mw-collapsed"><br />
Bug Fixes:<br />
<br />
- Fixed crash due to dying as BA while recently thrown c8 is in mid air<br />
- Fixed distance display not correctly showing max range when looking at the sky in non mech assets<br />
- Fixed c-bill transfer<br />
</pre><br />
===0.6.0===<br />
'''Release date:''' 26 July 2012<br><br />
'''Standalone:''' Yes<br><br />
'''Changelog:'''<br><br />
<pre class="mw-collapsible mw-collapsed"><br />
Bug Fixes:<br />
- Fixed wrong scoreboard ordering in TSA and TC<br />
- Fixed “mass crash” and another crash due to multiple issues in synced storage<br />
- Fixes two crashes in laser code<br />
- Rewrote laser net code to make lasers more precise for observing clients<br />
- Added relative shooting to increase precision for client spawn projectiles<br />
- Fixed memory leak in radar code<br />
- Fixed radar still working while dead<br />
- Optimized net code for TC, results in less bandwidth usage in TC games<br />
- Fixed vehicles still repairing while powering up<br />
- Improved the stickiness of C4<br />
- Fixed LOD issues with turret towers on TSA_Sandblasted<br />
<br />
New Features:<br />
- Clan Black Lanner Medium Mech<br />
- Clan Ryoken Medium Mech<br />
- Inner Sphere Avatar Heavy Mech<br />
- Clan Daishi Assault Mech<br />
- Clan Donar Attack VTOL<br />
- Inner Sphere Corsair Aerospace Fighter<br />
- Clan Visigoth Aerospace Fighter<br />
- Inner Sphere Chevalier Light Scout Tank<br />
- New Map : TC_Dustbowl<br />
- New Map : TC_Frostbite<br />
- New Map : TC_Inferno<br />
- New Map : TC_IvoryTower<br />
- Procedular animations for mech arms<br />
- Weapon convergence on target (visually through rotating arms and other parts)<br />
- 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.<br />
- Mech Paints. You can select them before buying a mech in the Loadout tab of the Buy Menu<br />
- Added barrel geometry to Warhammer “B”, “C”, and “D” variants<br />
- Added damage penalties to hovercrafts/tanks for turret/rear sections<br />
- Resized Harasser model<br />
- Removed Mauler’s obstructive cockpit bar<br />
<br />
Balance Changes:<br />
- Uziel – revised “Prime”, “B”, “C”, “D”, and “E” variants<br />
- Buchwacker “B” – removed GECM, added spare ton for ammo<br />
- Vulture “Prime” – removed 2 CLRM20, added 2 CLRM15, 4 DHS<br />
- Blood Asp “D” – removed ATM6, LAMS, added CDSRM6, 1 DHS<br />
- Blood Asp “E” – removed 2 DHS<br />
- AC10/UAC10/CUAC10 ammunition increased to 50 per ton<br />
- Lowered light kinetic/kinetic modifiers against VTOLs/aerospace<br />
- Increased light kinetic modifier against hovercraft<br />
- Initial capture of a point in TC is twice as slow as normal<br />
- Initial capture of a point in TC no longer results in getting all attached assets at the beginning of the capture process<br />
- Added leg internals to further balance the legging mechanic<br />
<br />
Texture and Model Optimizations:<br />
- Blood Asp textures<br />
- Awesome textures<br />
- Raven cockpit textures<br />
- All tank tread textures<br />
- Longtom textures<br />
- Harasser textures<br />
- Various environmental assets<br />
</pre><br />
<br />
===0.5.6===<br />
'''Release date:''' 23 April 2012<br><br />
'''Standalone:''' No<br><br />
'''Changelog:'''<br><br />
<pre class="mw-collapsible mw-collapsed"><br />
Bug Fixes:<br />
- Fixed AC10, UAC10, CUAC10 round falloff rate to match stated range.<br />
- Fixed pricing on Mgun and _rot weapons<br />
- Possible fix for missing turret rotation sounds in release beta<br />
<br />
New Features:<br />
- Complete revised TC_Mirage map<br />
- Clan Epona 50 ton Hovercraft<br />
<br />
Balance Changes:<br />
- Increased Hephaestus base chassis pricing<br />
- Added auto_fire attribute to CLBX2 and CLBX5<br />
- Sulla “Prime” – changed BHP to BAP<br />
- Sulla “A” – changed BHP to BAP<br />
- Sulla “B” – removed BAP<br />
- Sulla “C” – removed 2x MG, removed extra 0.5 ton armour<br />
- Sulla “D” – removed 1 ton armour<br />
- Sulla “E” – changed variant to ATM6, ATM9, 2x CLBX2<br />
- Shiva “Prime” – 2x UAC5, 2x Gauss, BAP<br />
- Shiva “A” 2x HeavyGauss, 2x ERLBL, BAP, 2 DHS<br />
- Shiva “B” 2x LRM20, 2x ELRM15, NARC, BAP, 8 DHS<br />
- Shiva “C” 4x Firebomb, GECM, BHP<br />
- Shiva “D” 4x RAC5, 2x RAC2, GECM<br />
- Shiva “E” 2x LBX20, 2x LBX10, reduced armour<br />
<br />
Known Issues:<br />
- laser impact sounds to do not play for all impacts<br />
</pre><br />
<br />
===0.5.5===<br />
'''Release date:''' 6 February 2012<br><br />
'''Standalone:''' No<br><br />
'''Changelog:'''<br><br />
<pre class="mw-collapsible mw-collapsed"><br />
Bug Fixes:<br />
- Harasser hitbox values adjusted for legacy asset size<br />
- Fixed Mk2 "C" being able to fire left arm Arrow IV missile after being destroyed<br />
- fixed "block" font for targeted enemies and build messages<br />
<br />
New Features:<br />
- Passive assets no longer receive incoming missile warnings (visual or audible)<br />
<br />
Balance Changes:<br />
- Fafnir, Blood Asp base chassis prices increased<br />
- Atlas base chassis price decreased<br />
- Atlas LT/RT damage transfer multiplier decreased to 1.2<br />
- Awesome LT/RT damage transfer multiplier decreased to 1.2<br />
- Decreased Fafnir maximum torso pitch by 10 degrees<br />
- Increased maximum c-bill transfer ceiling/minute to 10,000<br />
- Rescaled ticket values for all assets for ticket-based game modes<br />
- DHS cost now independent of standard HS cost, 1350 per unit<br />
- AC10/UAC10/CUAC10 projectile speed increased from 900m/s to 1100m/s<br />
- AC10/UAC10/CUAC10 primary/secondary damage increased 12%<br />
- CUAC10/CUAC20 heat-per-shot increased by 5%<br />
- NARC rounds-per-ton increased from 4 to 6<br />
- Mgun multiplier increased from 0.3 to 0.7 for all tanks, hovercraft and 'Mechs<br />
- Blood Asp "Prime" - changed 2x CERMBL to 2x CMPL, removed GECM, decreased armour<br />
- Blood Asp "B" - removed GECM, decreased armour<br />
- Blood Asp "C" - removed 2x CERSBL, decreased armour<br />
- Blood Asp "D" - removed AMS, decreased armour<br />
- Blood Asp "E" - new configuration: 2x CHLL, 2x CHML, 6x CHSL, 22DHS<br />
- Madcat Mk2 "Prime" - decreased armour<br />
- Madcat Mk2 "D" - removed 2x CERSBL, decreased armour, removed 1 DHS and 2 free tons<br />
- Puma "Prime" - removed Crusader pods, replaced with Assault Basic pods on arms for size rule compliance, Flamers moved to chin mounts<br />
- Shadowcat "A" - changed 1x CERMBL to 2x CERSBL to preserve free tonnage, decreased armour<br />
- Shadowcat "C" - removed Barrage pod, replaced with Assault Basic pod for ClanGauss mount for size rule compliance<br />
- Shadowcat "E" - new configuration: 3x CMPL, 1x CHLL 6 DHS, MASC, additional armour<br />
- Thor "C" - changed BAP to BHP and added 1 DHS<br />
- Atlas "C" - removed 2x SRM6, reduced free tons to 3<br />
- Bushwacker "Prime" - removed BAP, reduced free tons to 1<br />
- Bushwacker "A" - changed pods for RAC5 to Assault Basic Pod for size rule compliance<br />
- Catapult "A" - added 1x HS, increased armour<br />
- Catapult "B" - added 1x HS<br />
- Catapult "C" - upgraded BAP to BHP, increased armour<br />
- Fafnir "A" - reduced free tons to 4<br />
- Fafnir "E" - removed all free tons<br />
- Hollander "A" - removed 2 free tons<br />
- Owens "A" - removed Flamer<br />
- Owens "B" - BHP downgraded to BAP<br />
- Owens "C" - removed single HS<br />
- Raven "Prime" - downgraded BHP to BAP<br />
- Raven "C" - removed 1 HS<br />
- Thanatos "D" - decreased armour<br />
- Uziel "Prime" - changed 2x MG to 2x ERSBL<br />
- Uziel "B" - added GECM, reduced armour<br />
- Uziel "C" - changed SSRM6 to SRM6<br />
- Uziel "D" - removed BAP, added GECM<br />
- Uziel "E" - removed free tons<br />
- Warhammer "Prime" - added 1 HS, increased armour<br />
- Warhammer "B" and "C" - decreased armour<br />
- Harasser "Prime" - removed BAP<br />
- Harasser "A" - removed GECM<br />
- Harasser "B" - removed BAP<br />
- Harasser "C" - removed BAP<br />
- Harasser "D" - removed armour, removed BHP, increased HS count to 5<br />
- Harasser "E" - removed 1 free ton<br />
- Hephaestus "Prime" - added 2 DHS<br />
- Hephaestus "A" - increased armour<br />
- Hephaestus "B" - increased armour<br />
- Hephaestus "C" - decreased armour, downgraded BHP > BAP<br />
- Oro "B" - added armour<br />
- Oro "E" - reduced armour<br />
- Demolisher "C" - removed 2 free tons<br />
- Sparrowhawk "Prime" - increased armour<br />
- Sparrowhawk "C" - removed 1 free ton<br />
- Shiva "A" - variant refactored to 2x ERPPC, 2x HeavyGauss, 4 DHS, BHP, 4 tons free<br />
<br />
Known Issues:<br />
- AC10/UAC10/CUAC10 exceeds stated range slightly (present in 0.5.4)<br />
</pre><br />
<br />
===0.5.4===<br />
'''Release date:''' 20 December 2011<br><br />
'''Standalone:''' No<br><br />
'''Changelog:'''<br><br />
<pre class="mw-collapsible mw-collapsed"><br />
Bug Fixes:<br />
- Fixed Thor shooting from the hip<br />
- Improved Loki texture<br />
<br />
New Features:<br />
- Crash reporting is now enabled in the release dlls (without a performance penalty)<br />
<br />
Balance Changes:<br />
- Changed tank armor distribution<br />
<br />
New Content:<br />
- New ‘Mech: Inner Sphere Fafnir<br />
- New ‘Mech: Clan Blood Asp<br />
- New weapon: Improved Heavy Gauss Rifle<br />
<br />
Other Changes:<br />
- Resized Inner Sphere Uziel to be in line with the other medium ‘Mechs<br />
- Various small changes and fixes to TC_Thunderrift, TC_Marshes, TC_Kagoshima, TSA_Inferno, TSA_Marshes<br />
</pre><br />
<br />
===0.5.3===<br />
'''Release date:''' 1 November 2011<br><br />
'''Standalone:''' No<br><br />
'''Changelog:'''<br><br />
<pre class="mw-collapsible mw-collapsed"><br />
Bug Fixes<br />
<br />
- Fixed VTOL spawning in aero hangar<br />
- Switched to static linking for the vc runtime (this will stop the need to install redistributables on player machines)<br />
- Improved morrigu driving behaviour<br />
- Fixed shiva variant with clan weapons<br />
- Fixed wrong naming for Clan arrow IVs<br />
- Fixed stuck spots and other problems for the following maps: TSA_Extremity, TSA_Sandblasted, TSA_Inferno, SA_BrokenVista, TC_Sandblasted<br />
<br />
Other Changes:<br />
- Thor now meets art quality and baseline performance standards.- Loki legs have been tweaked.<br />
</pre><br />
<br />
===0.5.2===<br />
'''Release date:''' 19 October 2011<br><br />
'''Standalone:''' No<br><br />
'''Changelog:'''<br><br />
<pre class="mw-collapsible mw-collapsed"><br />
New Features<br />
<br />
-added sv_leaguemode_commentator to disable the commentator in SA/LMS leaguemode <br />
-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 "default" <br />
-Added a server messages system<br />
-Added server-side ban system<br />
-Added high-ping-kick system<br />
-added server side command to list connected players and their gamespyid<br />
-toggleIntCvar command to ease keybindings<br />
-added Server option to log chat (sv_logChat).<br />
<br />
<br />
Bug Fixes<br />
<br />
-Spectators and dead players are now displayed correctly in SA<br />
-Active ejection disabled in SA<br />
-Repairs stop when under fire<br />
-Fire group chain fire states are saved<br />
-Fixed player getting a score reward for suiciding in LMS<br />
-Scoreboard in LMS and SA is now sorted by score and then by kills<br />
-Fixed various flash console spam<br />
-Fixed a crash in the chat log display<br />
-Fixed physics drain from tank wheels.<br />
-Fixed some actionmaps still lead to weapon group input on cbill menu actions<br />
-Aerospace Colision multipliers on wings dropped in an effort to make them land at least slightly easier without exploding<br />
-Fixed crash caused by jump jet sound playback<br />
-Fix possible crash on map change.<br />
-Fixed confusing sv_leaguemode_ams handling - now 1 is AMS on, 0 is off<br />
-Possible fix for server-side crash<br />
-Fix Duncan talking thousands of lines at once after being tabbed out of the game for a while.<br />
-Possible fix for autodownloader issue on Windows XP<br />
-Fix auto-join by moving the team picking to the server-side.<br />
-Fixed Scrolling on the map as BA throws C8.<br />
-improved spritesheet on laser impact<br />
-Fixed major performance sink in stats tracking code<br />
-Attempts to improve overall tracked vehicle movement params, particularly for hill climbing performance, neutral turning and low-speed turning.<br />
-Fixed various stuck spots and glitches in SA_Glory, TC_DeathValley, TC_Kagoshima, TC_Marshes, TC_Sandblasted<br />
-Performance optimizations for various particle effects<br />
<br />
<br />
Balancing<br />
<br />
-Address "Repair Tanking" exploit for repair frames and hangars adds a 10s delay after enemy hits until repairs start.<br />
-Uziel A has now two tons of ammo, BAP and no LRM5<br />
-Gauss rifles fixed. They no longer do any damage past 901m, even though they're somehow travelling past that.<br />
-Shadowcat max reverse speed reduced to something normal.<br />
-Tightened up LBX10 spread by 26% Also decreased damage-drop-per-meter<br />
-Increased LBX10 and LBX20 weapon C-Bill costs to reflect relative effectiveness of the weapon.<br />
-modified Raven D: removed SXPL and one heatsink and changed medium lasers to ER medium lasers.<br />
-Fixed ammo count for AC20 (12 -> 16) <br />
-Shifting armour values for larger torsos on Cougar and Uziel.<br />
-Naming consistency for Clan Small Pulse Laser, was "Clan ER Small Pulse Laser"<br />
-Limited C-Bill transfers to 5k per minute<br />
<br />
<br />
New Content<br />
<br />
-New Solaris Arena Map SA_Vista<br />
-Completely redone huit. greatly improves performance and fixes huit crash<br />
-new laser impact fireball sprite<br />
-new AC2/5 particle effect<br />
<br />
<br />
Actionmapper<br />
<br />
-fixed conflict detection within actions in the same scope (e.g. spectator, cbill menu)<br />
-removed coolant and radar key conflicts with aero/vtol specific controls<br />
-added conflict detection across tabs for actions that can overlap (e.g. Vehicle over Mech/Tank?/etc)+<br />
</pre><br />
<br />
===0.5.1===<br />
'''Release date:''' 29 May 2011<br><br />
'''Standalone:''' No<br><br />
'''Changelog:'''<br><br />
<pre class="mw-collapsible mw-collapsed"><br />
New Features<br />
<br />
- Limit SA to 16 players<br />
- Disabled ejection in SA<br />
<br />
Bug Fixes<br />
<br />
- SA maps can not be used in TSA anymore which was not intended<br />
- Enabled BAP in Uziel "D"<br />
- Fix in Actionmapper to detect joystick buttons > 38<br />
- Fix for AC20 shells jumping<br />
- Fix freezes when Duncan starts to talk<br />
- Fixed ammo buyzones for APC on SA Maps<br />
<br />
Optimizations<br />
<br />
- Improved performance on AC10/20 muzzle flash<br />
- Removed physics on RAC shells<br />
</pre><br />
<br />
===0.5.0===<br />
'''Release date:''' 27 May 2011<br><br />
'''Standalone:''' Yes<br><br />
'''Changelog:'''<br><br />
<pre class="mw-collapsible mw-collapsed"><br />
New Features <br />
<br />
- new game mode : Solaris Arena <br />
- new game mode : Last Man Standing <br />
- SA/LMS custom scoring & awards system <br />
- Crysis Wars HUD system implemented <br />
- map auto-downloader system enabled with custom z-lib extractor library <br />
- new award indicators on HUD for award types <br />
- chainfire now supported for all weapon groups individually <br />
- Cbill rewards will now be shown below the cbill display with a icon indicating the reason for the reward <br />
- New League Mode cvar sv_leaguemode_ams to disable AMS turrets <br />
- Console command to dump the MWLL asset and weapon prices ( dumpMwllPrices ) <br />
- TC maps can be used for TSA and TOS for scrims <br />
- add cvar hud_spec_minimumMode, hiding the "Spectating" message and <br />
camera lense flash effect in spectator modes for a cleaner image when set to 1 <br />
- add 3 new actionsmaps for spectator z-axis movement, specmoveup (bound to 'r'), specmovedown (bound to 'f'), <br />
- specmovez (bound to joystick_z) without current Actionmapper support <br />
<br />
New Content <br />
<br />
- new variants for Mechs and vehicles <br />
- new Map : TC_Sandblasted <br />
- new Map : SA_Glory <br />
- new Map : SA_HelsGate <br />
- new Map : SA_Jungle <br />
- Duncan Fisher Solaris Arena Announcer audio <br />
- single bay 'Mech hangar prefab <br />
- SA stadium model & crowd texture <br />
- SA camtower model <br />
- SA promotional posters <br />
- SA clan recruitment posters <br />
- replaced multiple particle effects (better visual and performance) <br />
<br />
Balancing <br />
<br />
- lowered per-missile damage for ATMs <br />
- Pulse Lasers now have different ranges based on Clan/IS version <br />
- increased Clan Pulse Laser C-Bill costs, reduced cost of IS version <br />
- AC10/UAC10 now have faster projectile speed <br />
- AC10/UAC10 primary and secondary damage improved <br />
- lowered tonnage for Clan Medium and Large Heavy Lasers <br />
- LBX2/5 (for both Clan and IS) now refire faster and have DPS more inline with series set forth by LBX10/20 <br />
- new Uziel "D" and "E" variants <br />
- corrected Sparrowhawk variants <br />
- laser weapons now make audible impact sounds <br />
- screen shake from SRM/SSRM/ATM reduced <br />
- aerospace must land to rearm by default (can be overriden by League Mode cvar) <br />
- aerospace rearm at APCs is disabled (can be overriden by League Mode cvar) <br />
- hitboxes improved for all ground vehicles <br />
- hitboxes improved for Mk2, Madcat <br />
- BA TAG range increased to 550m <br />
- Removed UAC "double jeopardy" cooldown penalty <br />
- Sparrowhawk flight parameters adjusted so it's not as "clunky", but still more manouverable then the Sulla <br />
<br />
Optimisation <br />
<br />
- heavily optimised TC_DeathValley map to reduce drawcalls and texture memory usage <br />
- bulletimpacts system corrected <br />
- class based sound channel calling system for vehicles <br />
- various Oneshot and MaxChannels issues resolved with sound palette <br />
- tracked vehicle handling improved globally, less slip on inclined surfaces <br />
<br />
Bug Fixes <br />
<br />
- Fixed streak srms getting stuck in mid air <br />
- turret pitch locking for tracked vehicles when going over rapidly varying terrain resolved <br />
- coolant refill bug resolved <br />
- Aecm fixed <br />
- fixed ammo quick buy behaving incorrectly sometimes <br />
- fixed a crash caused by the respawn timer getting loaded and unloaded on every spawn <br />
- Disabled firegroup input while cbill sharing menu is open if there are key conflicts <br />
- Removed UAC "double jeopardy" cooldown penalty <br />
- Fixed partial ammo reload costing price of full ton <br />
- Fixed stuck buy zones from APC <br />
- Fixed not being able to buy additional ammo for Harasser E if ammo was depleted <br />
- Fixed corrupted display of coordinates specifier in the map display for non-english versions of Crysis Wars <br />
- Fixed MRMs 10 and 20 so that they don't have missiles flying off at a stupid angle <br />
- Fixed SSRMs and RACs to not have recoil on non-mechs <br />
- Tweaked PPCs and RACs so that their visual effects should be more accurate to their damaging effects <br />
<br />
Other changes <br />
<br />
- support for standard Crysis has been removed <br />
- more robust cheat protection system implemented for both client and server <br />
- extraneous start menu options have been removed for greater clarity <br />
- menu CONFIG option now invokes included Actionmapper utility <br />
<br />
Actionmapper <br />
<br />
- new look and feel, icons for key panel, short descriptions for each action when selected <br />
- moved aero/vtol invert actions close to the actions they belong to <br />
- fix provided for bug where you had to click twice on an action to get it to properly update the key selection UI panels <br />
- added code to preserve autoexec.cfg comments and formatting when writing out <br />
- corrected XI fire action to be onPress instead of onRelease in the default actionmaps <br />
- fixed issue where infinite loop of popups would occur when there's only one profile with no actionmaps.xml file present <br />
<br />
Installer <br />
<br />
- more verbose pre-installation instructions provided <br />
- installer support for standard Crysis has been removed <br />
<br />
Auto Updater <br />
<br />
- Fixed download size terminology (thanks to WhiteZero for reporting) <br />
- Updates for the Auto Updater, Beta Launcher or Crash Reporter now called 'MWLL Tools' <br />
- Fixed a bug that caused updates for the Auto Updater not to be installed before any other MWLL updates <br />
- Detect if Beta Launcher is running fixing various crashes related to this <br />
- When the Auto Updater fails to install a file, it will prompt the user with a Retry-Cancel dialog instead of terminating the update <br />
- A new 'Settings' button was added to the update window, clicking on it will pause the update and show the settings dialog. <br />
- Added options to limit the upload and download speed (thanks to ~SJ~ Darthbob for the idea) <br />
- Settings are now global and persistent across updates <br />
- Fixed a crash when multiple instances of the application was attempted to be started <br />
- A 'Retry' option was added to the error dialog when the Auto Updater has failed to check for updates <br />
- Improved the update selection logics to prefer smaller-scale updates <br />
- Fixed a serious bug in the update download and post-installation logics <br />
- All log files and data files are now stored in My Games\Crysis Wars\MWLL\Launcher <br />
<br />
Beta Launcher <br />
<br />
- Now will automatically exit in most cases when the Auto Updater is beginning to download an update. <br />
- Fixed a bug in the server level rotation generator that caused Test of Strength game mode not to be working properly <br />
- Fixed a crash when multiple instances of the application was attempted to be started <br />
<br />
Known Issues <br />
<br />
- Thor footsteps do not play <br />
- 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 <br />
- repairs are not halted when damage is taken, will be addressed in 0.5.1 <br />
- MWLL logo in main menu does not support custom menu skin colour (known issue, will not fix) <br />
</pre><br />
<br />
===0.4.9===<br />
'''Release date:''' 16 February 2011<br><br />
'''Standalone:''' No<br><br />
'''Changelog:'''<br><br />
<pre class="mw-collapsible mw-collapsed"><br />
Debugging<br />
<br />
- Debug DLLs now properly catch fatal engine crashes<br />
<br />
<br />
Balancing<br />
<br />
- LRMs : reduced clip size to 180 from 240<br />
- LRMs : reduced reload time between volleys depending on LRM size<br />
* LRM5 : + 100%<br />
* LRM10 : + 33%<br />
* LRM15 : + 11%<br />
* LRM20 : unchanged<br />
- MGUNs now carry 1000 bullets instead of 800<br />
- Clan UAC10/20 and UAC10/20 have their secondaryDamage (vs. BA) added<br />
- Repairing at home base is now cheaper<br />
- Eagle Eye Turret not longer shooting at BA at long range<br />
<br />
<br />
Variants<br />
<br />
- Modified Hawkmoth E<br />
<br />
<br />
Particle Effects<br />
<br />
- new RAC tracer effect<br />
- changed RAC impact effect<br />
- optimized mPPC trail<br />
<br />
<br />
Bug fixes<br />
<br />
- Fixed : broken rank names in Test of Strength gamemode<br />
- Fix for a server crash<br />
- Fixed : Scoreboard always showing TC mode scoring<br />
<br />
<br />
Other Changes<br />
<br />
- Vehicles now can only be sold if they stand still<br />
- Updates to actionmapper<br />
</pre><br />
<br />
===0.4.8===<br />
'''Release date:''' 03 February 2011<br><br />
'''Standalone:''' No<br><br />
'''Changelog:'''<br><br />
<pre class="mw-collapsible mw-collapsed"><br />
- Fixed a server crash caused by the ticket end timer<br />
</pre><br />
<br />
===0.4.7===<br />
'''Release date:''' 02 February 2011<br><br />
'''Standalone:''' No<br><br />
'''Changelog:'''<br><br />
<pre class="mw-collapsible mw-collapsed"><br />
Bug fixes<br />
<br />
- Reverted Loki legs to non-crashing version addressing issues with both Loki and Thor crashing clients<br />
- Fixed PPC particle effect which caused clients to crash<br />
- Fixed some buy menu entries<br />
</pre><br />
<br />
===0.4.6===<br />
'''Release date:''' 01 February 2011<br><br />
'''Standalone:''' No<br><br />
'''Changelog:'''<br><br />
<pre class="mw-collapsible mw-collapsed"><br />
Bug fixes<br />
<br />
- Added missing Partisan D & E for conditional testing (was missed in 0.4.5)<br />
- Added missing files to enable client side cvars<br />
- Fixed Thor A buy menu entry<br />
- possible fixes for Huit and Morrigu crashing<br />
- fixed debugging dlls causing crashes<br />
</pre><br />
<br />
===0.4.5===<br />
'''Release date:''' 31 January 2011<br><br />
'''Standalone:''' No<br><br />
'''Changelog:'''<br><br />
<pre class="mw-collapsible mw-collapsed"><br />
Balance<br />
<br />
- Lowered Light Kinetic, Kinetic and Energy multipliers for Hawkmoth chassis<br />
- Lowered aerospace and VTOL detection radius for Hellgiver turret from 800m to 700m<br />
<br />
Bug fixes<br />
<br />
- cvars v_invertAeroPitch/Roll/YawControl and v_invertoVTOLPitch/Roll/YawControl now modifiable<br />
- Vehicle aiming: fixed turret rotation getting stuck until backed off<br />
- Corrected Buy Menu descriptions for several variants to match actual implemented equipment<br />
- Fixed Hawkmoth C3 implementation<br />
- Morrigu handling improved, reduced slip<br />
<br />
Other changes<br />
<br />
- Vehicle aiming: stripped away most of the inertia and ‘mouse queue’<br />
- Vehicle aiming: now affected by cl_sensitivity (the mouse slider in options)<br />
- Vehicle aiming: additional cvar cl_turretsensitivity<br />
- Added Partisan “D” and “E” variants for conditional testing<br />
- Better debugging facilities<br />
</pre><br />
<br />
===0.4.4===<br />
'''Release date:''' 26 January 2011<br><br />
'''Standalone:''' No<br><br />
'''Changelog:'''<br><br />
<pre class="mw-collapsible mw-collapsed"><br />
Note<br />
<br />
The Auto Updater will reset your Actionmaps when installing this update.<br />
This is required to activate the new bindings for vehicle controls.<br />
<br />
Balance<br />
<br />
- changed allocation of armour for Hollander to improve Right Torso durability<br />
- reallocated the armour distribution for tanks to remove a small amount from the turret<br />
- decreased armour factor for tanks by 6.7%<br />
- heavy laser balance set: increased cost by 5%, decreased damage by 5%, increased heat-per-shot by 7%<br />
- TSA_Palisades AMS turrets added in IS and Clan bases<br />
- TC_DeathValley AA turrets added into capture bases<br />
- TC_ThunderRift extra turrets added into capturable bases, starting base turrets overhauled and tuned<br />
- Changed variants of: Loki, Madcat, Thor, Shadowcat, MKII, Cougar, Shiva<br />
- All mountable weapon damage Reduced by 6.7%, Damage dropoffs changed significantly.<br />
<br />
Bug fixes<br />
<br />
- Mech braking while holding (w) or (S) affected heat and acceleration<br />
- TSA_Frostbite calliope turrets fixed and working<br />
- TSA_ThunderRift map fixed and working<br />
- TC_ThunderRift numerous stuck spots fixed<br />
- TSA_Palisades numerous stuck spots fixed<br />
- TC_DeathValley base capture areas no longer extend beyond base walls, plus numerous other fixes<br />
- TC_Marshes fixed numerous user reported bugs<br />
- TC_Kagoshima fixed numerous user reported bugs<br />
- All Maps have had repair bay entites tweaked to help with getting stuck<br />
- fixed various models that were missing from some maps<br />
- Fixed Harsser and Hephaestus so they can't push heavy tanks around so much<br />
<br />
<br />
Other changes<br />
<br />
- Points from kills are now awarded based on damage dealt<br />
- made Mech turning less lumbering; some other adjustments<br />
- Mechs: using brake and then throttling in opposite direction will brake to zero before accelerating<br />
<br />
Known Issues<br />
<br />
- some ladders on some maps will not function correctly<br />
- some Tanks may get stuck on repair bays under certain circumstances<br />
- single bay mech hangers will allow build when occupied<br />
- single bay mech hangers will allow repair under certain circumstances<br />
</pre><br />
<br />
<br />
===0.4.3===<br />
'''Release date:''' 02 January 2011<br><br />
'''Standalone:''' No<br><br />
'''Changelog:'''<br><br />
<pre class="mw-collapsible mw-collapsed"><br />
Bug Fixes:<br />
<br />
- fixed: crash in synchronized storage<br />
- fixed: race condition in debug dll<br />
</pre><br />
<br />
===0.4.2===<br />
'''Release date:''' 31 December 2010<br><br />
'''Standalone:''' No<br><br />
'''Changelog:'''<br><br />
<pre class="mw-collapsible mw-collapsed"><br />
Balance<br />
<br />
- pricing for the RAC2/RAC5 was increased to reflect its usefulness<br />
<br />
Bug Fixes<br />
<br />
- fixed: crash due to overheat damage<br />
- fixed: crash on connect<br />
- fixed: joystick handler looking for the joystick.cfg in the wrong place when using Wars<br />
- buy menu icon for Thor not displaying correctly<br />
</pre><br />
<br />
===0.4.1===<br />
'''Release date:''' 29 December 2010<br><br />
'''Standalone:''' No<br><br />
'''Changelog:'''<br><br />
<pre class="mw-collapsible mw-collapsed"><br />
Bug Fixes<br />
<br />
- fixed the issue with a corrupted Sounds.pak<br />
</pre><br />
<br />
===0.4.0===<br />
'''Release date:''' 29 December 2010<br><br />
'''Standalone:''' Yes<br><br />
'''Changelog:'''<br><br />
<pre class="mw-collapsible mw-collapsed"><br />
Balance<br />
<br />
- AC10/20s no longer overheat while shooting<br />
- (U)AC10/20, LBX10/20, RAC5: now have increased damage at shorter range<br />
- reduced the explosive force of SRMs and SSRMs. (less explosive knockaround)<br />
- decreased heat produced by (U)AC10/20<br />
- new pricing schema for 'Mechs, vehicles and weapons<br />
- mPPC is now a dedicated Battle Armour weapon and cannot be take into/purchased in vehicles<br />
- repairing 'Mechs now takes longer and is more expensive<br />
- repairing Aerospace now takes much longer and is more expensive<br />
- repairing tracked and hover vehicles is less expensive<br />
- aerospace now have a specific engine component vulnerability<br />
- killing BA now rewards the player depending on the rank of the enemy and equipment carried<br />
- minimum possible revive time is now 30 seconds. As this is a group spawn timer the average respawn time will be 15 seconds<br />
- double heatsinks now cost double the amount and have been given to selected Inner Sphere Mech variants<br />
- added support for seeing enemy NARC beacons with C3. Team can now remove NARC beacons with EMP damage (PPC or critical explosion)<br />
<br />
Bug Fixes<br />
<br />
- fixed : Bug which could be exploited to load unlimited amounts of ammo into a Mech or vehicle<br />
- fixed : Stuck MASC on shutdown<br />
- fixed : Grenade switching locking keys and firing primary weapon<br />
- fixed : ASF boost not turning off when shutting down<br />
- fixed : Team colors not being displayed when spectating<br />
- fixed : Bug in Test of Strength which caused C-Bills to be reset on server restart<br />
- fixed : Base turrets not working on Mirage<br />
- fixed : Revive timer not disappearing sometimes<br />
- fixed : Bug which caused a crash when buying BA weapons<br />
- complete replacement of Novacat leg rig and animations, fixes common Novacat crashes (bounding box crash)<br />
- attempted to fix aiming being tied to framerate<br />
- refactored explosion handling to improve server performance<br />
- improved 'Mech control, for example throttle is not reset to 0 after a fall<br />
- improved Flamer heat-imparted serialisation to moving targets<br />
- refactored repair mechanism for better server performance<br />
- added solids to 8-bay hanger to address the fall through hangar bugs<br />
- removed unintended Flash traces to console<br />
- added missing buy menu icons for Mechs and Tanks (Osiris, Novacat, Long Tom, etc.)<br />
- various console error spam issues resolved<br />
- fixed lasers shooting through objects and terrain if target is visible for the recutile<br />
<br />
New Features<br />
<br />
- initial release of dual-platform support for Crysis and Crysis Wars<br />
- cheat protection enabled serverside<br />
- new game mode : Terrain Control<br />
- enabled Beta DLL logging and provided facility to upload crashlogs <br />
- added server command : sv_say_center<br />
- new Weapons : X-Pulse Lasers (Inner Sphere)<br />
- new Weapons : Heavy Beam Lasers (Clan)<br />
- new Weapon : ATM (Advanced Tactical Missile) (Clan)<br />
- added gameplay hints display during map loading process<br />
- league mode cvars to alter certain gameplay aspects (see League Mode documentation)<br />
- league API for additional League Server Setup support<br />
- league mode HUD notification message<br />
- turret AI now has different detection distances for BA/Mech/Aero/Tank etc.<br />
- modified screen overlay indicators for targets and bases<br />
- Battle Armour now loses HUD upon EMP damage<br />
- IS has now its own rank names in TSA<br />
- enhanced sv_is_vs_clan CVar: 0 = all assets, 1 = IS vs. Clan, 2 = IS vs. IS, 3 = Clan vs. Clan<br />
- new firebomb particle and sound, increased visual/audible range<br />
- Hit indicator sound now plays for gauss weapons too<br />
<br />
New Content<br />
<br />
- new variants for Mechs and vehicles<br />
- new Battle Armour HUD<br />
- new Map : TSA_Palisades<br />
- new Map : TC_DeathValley<br />
- new Map : TC_Kagoshima<br />
- TC version of Thunder Rift<br />
- TC version of Marshes<br />
- TC version of Mirage<br />
- new sounds for RAC2 and RAC5<br />
- new turrets: Sentinel and Hellgiver<br />
- single repair bay for field use<br />
- single bay 'Mech hanger for field use<br />
- new destructible tree models<br />
- new Clan light hovercraft : Hephaestus<br />
- new Clan assault tank : Morrigu<br />
- new Clan heavy 'Mech : Thor<br />
- new MRM sound<br />
- new icons for weapons and ammunition<br />
- 'Mech reactor sounds are now dynamic with speed<br />
- Betty audio notification system for TC game mode<br />
<br />
Optimizations<br />
<br />
- particle effects support variable performance settings (from Crysis presets)<br />
- cleanup and optimization of all sounds, numerous sound channels saved in heavy fights<br />
- optimization of buy menu<br />
<br />
Other Changes<br />
<br />
- Solaris Arena has been renamed to Team Solaris Arena<br />
- doubled spectator zoom distance (when rotating around a mech)<br />
<br />
External Tools<br />
<br />
- numerous reliability, performance improvements, and bug fixes. All known issues with the Beta Launcher or the Auto Updater have been addressed<br />
<br />
Auto Updater<br />
<br />
- added new functionality to allow release of updates for the external tools (Launcher, Auto Updater, etc.) only. Allows fo rapid hot-fix deployment<br />
- 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<br />
- 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<br />
- The application now can be minimized to the system tray, where it will keep providing information about the update status<br />
<br />
Beta Launcher<br />
<br />
- Added option to enable/disable automatic check for updates.<br />
- 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<br />
<br />
Known issues<br />
<br />
- Grenades get stuck on Inferno upon buying NARC after spawn from APC and trying to switch them. Selected Inferno cannot be thrown nor changed<br />
- Terrain Control: Cbills are not returned when construction is canceled due to base being captured by enemy<br />
- Firing SSRMs from Aerospace may cause it to jump unintentionally<br />
- New hovercrafts are missing 'blast' effect (blow from below it)<br />
- Aerospace may not crash under water<br />
- Shiva might get stuck in hangar while parking it for repairs<br />
- Spectators can destroy fences<br />
</pre><br />
<br />
===0.3.2===<br />
'''Release date:''' 12 July 2010<br><br />
'''Standalone:''' No<br><br />
'''Changelog:'''<br><br />
<pre class="mw-collapsible mw-collapsed"><br />
Balance<br />
<br />
- increased minimal falling height to 3.0m<br />
- +8% damage for kinetic weapons against aeros<br />
- increased flight speed of ppcs and AC2/AC5<br />
- decreased fire bomb damage by 8%<br />
<br />
Bug Fixes<br />
<br />
- fixed bug which caused server crash<br />
- fixed Team Tickets display<br />
- fixed weapon reload HUD indicator<br />
- fixed invisible grid locations on maps with bright minimap<br />
- fixed Elemental health Flash error<br />
- fixed spectator overlay<br />
- fixed unnecessary trace commands<br />
- fixed lockon tone for vehicles despite no SRM/LRM present<br />
- increased time after a mech is sold to prevent teleport bug<br />
- fixed bug which caused billing of the original owner when repairing a stolen mech<br />
- fixed Test of Strength not changing map after round end<br />
- fixed phantom MASC<br />
- fixed rank not being restored after reconnect to a server<br />
- optimized particle effects for better performance during heavy firefights<br />
<br />
New Features<br />
- added artificial horizon for VTOLs / Aerospace<br />
- new color in reload indicator when a weapon is empty<br />
</pre><br />
<br />
===0.3.1===<br />
'''Release date:''' 23 June 2010<br><br />
'''Standalone:''' No<br><br />
'''Changelog:'''<br><br />
<pre class="mw-collapsible mw-collapsed"><br />
Bugs<br />
- resolved scoring and ranking issues due to order-of-magnitude changes<br />
- damage rewards increased per unit damage<br />
- resolved flashing/intermittent HUD indicators for MISSILE, NARC, TAG<br />
- revamped HUD indicators for ECM, Active Probes, LAMS and C3 to fit with existing aesthetic<br />
- C3 rewards are now appropriate<br />
- BA myomer sound decreased by 2dB<br />
- hit feedback sound increased by 10x<br />
- change Betty destroyed notification weightings to favour "DESTROYED" more, improved intelligibility<br />
- resolved client-side entity spawn crash<br />
<br />
Actionmapper<br />
- Added window title information including the actionmaps name currently being viewed/edited, along with tags for if its been modified or is active<br />
- Added Next/Prev Weapons group actions to Vehicle tab<br />
- Added "Deploy" action to tank tab (used for Long Tom)<br />
- Added "Sell Vehicle" action to Vehicle tab<br />
- Added digital roll left/right actions for VTOL and Aero tabs<br />
- Added additional "XI" axis to Mech/Tank/VTOL/Aero tabs<br />
- Added "New Actionmaps" and "Set Active" buttons to top of screen for better new user visibility<br />
- Added "Left or Right" selection dialog when Shift, Control, or Alt keys are pressed since detection library can't determine by itself<br />
- Added helpful text when clicking on an action marked with "?" to let user know they need to create a New Actionmaps to map it<br />
- Restructured VTOL and Aerospace tab actions<br />
- Fixed using "Set Active" on unsaved actionmaps could lead to unsaved changes not getting saved<br />
- Fixed Player tab "Jump"/"Jump Jet" rebinding since Player BA needs both set to same key<br />
- Fixed issue with "XI Fire" actions by showing them in the Vehicle tab in case of conflicts<br />
<br />
Launcher<br />
- fixed numerous crashes<br />
- 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<br />
<br />
Exploit fixes<br />
- fix for buying vehicle, suiciding, boarding vehicle and reselling, 2 minute "sell vehicle" cooldown timer, timer is bound to vehicle not player<br />
<br />
Logging<br />
- improved server-side logging feature for debug<br />
<br />
Maps<br />
- SA_Frostbite, particle performance improved, night "blizzard" effect<br />
- SA_Frostbite now supports Test of Strength mode<br />
- SA_Marshes, particle performance improved, ToD issues<br />
- SA_Mirage, night/day cycle improved<br />
<br />
Balance<br />
- BA Micro Beam Laser, decreased damage and increased refire interval (5.5 seconds)<br />
- buy menu now prevents purchase of BA Micro Beam Laser in vehicles<br />
- BA AC2 weapon damage adjusted, no longer one-shot kill, damage to vehicles is appropriate<br />
- AC10/AC20 damage increased<br />
- variant change for MadCat B, removed LAMS, added 2x DHS, no longer causes global warming<br />
</pre><br />
<br />
===0.3.0===<br />
'''Release date:''' 12 June 2010<br><br />
'''Standalone:''' Yes<br><br />
'''Changelog:'''<br><br />
<pre class="mw-collapsible mw-collapsed"><br />
Balance<br />
- Almost every weapon has been rebalanced using the new internal balacing tools.<br />
- Armor across all vehicles has been rebalanced as well.<br />
- All vehicle variants adjusted to match perfectly to improved tonnage rules. Be warned these are not CBT, but are now strictly adhered to.<br />
- Prices on weapons tweaked, more to come later.<br />
- AC10's and AC20's are now automatic firing weapons.<br />
- Ultra AC's now have a significant jam penalty when overheated.<br />
- All tank's have had the their movement params tweaked.<br />
- AMS now only focuses on 1 salvo of missiles at a time.<br />
- AC10's and AC20's now explode after a certain range<br />
- Increased repair costs.<br />
- Increased maximum flight ceiling of aerospace to 1500m.<br />
- Damage has been tweaked across the board to increase average combat time.<br />
- Reduced order of magnitude on scores.<br />
- Slightly reduced C-Bill accrual rate.<br />
- Cockpit now shakes significantly when jump jetting in a Mech.<br />
- BA view screen shakes slightly when jump jetting.<br />
- Gauss projectile speeds increased.<br />
- PPC projectile speeds slightly decreased.<br />
- AC2/AC5 ranges slightly decreased, now inccur linear damage drop off after stated max range.<br />
- AC10/AC20 inccur damage drop off after stated max range.<br />
- Hawkmoth B reconfigured to hunter killer loadout.<br />
- More than we could possibly listed here.<br />
<br />
Bug Fixes<br />
- Fixes for most Light Mech leg animations.<br />
- Fixed out of combat area ceiling height on Inferno.<br />
- If buying ammo for a partially empty weapon the player is only billed for the missing rounds (partial tons).<br />
- AMS is now repairable.<br />
- Aerospace manuverability is no longer frame dependent.<br />
- Fixed vehicle heat damage behaviour.<br />
- Fixed ejector seat not disabling after use for owner of the vehicle.<br />
- Improved joystick support.<br />
- Buying at an APC now also works when connecting to the server after the APC was spawned.<br />
- Hovercrafts now have functioning boost with no overheat effect.<br />
- AMS now stays on one Arrow IV if multiple missile instances are inbound.<br />
- Fixed Mech landing sounds sometimes not playing.<br />
- Fixed destructible trees demanding too much performance.<br />
- Fixed pilot positions in a few mechs.<br />
- C-Bill transfer dialogue and controls do not change weapon group assignments.<br />
- Fixed Test of Strength prices.<br />
- Fixed bug in BA jumpjet effect that caused a CDT.<br />
- Fixed bug which caused weapon reloading not to be correctly displayed on the client.<br />
- Improved Novacat leg animation & performance, *not final version.<br />
- Fixed extra ton of ammo exploit.<br />
- Bomb sight is now more accurate, lateral momentum still not accounted for.<br />
- Fixed bug which caused a VTOL/aerospace to be stuck in hangar structure after spawn.<br />
- Fixed a bug which caused the Harrasser to be stuck in water sometimes.<br />
- Fixed bug which caused damage not to be transfered from the backtorso to torso when backtorso was destroyed.<br />
- Fixed text on HUD grenade indicators and in Buy menus.<br />
- Fix for NARC beacon not being removed after destorying a target.<br />
- Fixed jumpjet percentage indicator.<br />
- Players are not longer able to enter enemy APCs.<br />
- Fixed BA drowning to death after 2 minutes.<br />
- Wire guided weapons such as MRMs actually travel where they say they do now. Still affected by TAG & NARC.<br />
- More than we could possibly listed here.<br />
<br />
New Features<br />
- Changed behaviour of ammo quick buy key.<br />
1. Buy ammo for all empty / partially empty weapons<br />
2. If there is only one weapon that needs ammo, that ammo has purchase priority.<br />
3. If there are multiple weapons that need ammo, buy ammo for that weapon selected in the firegroup manager.<br />
- Added possibility to limit player / team respawns with Tickets in Solaris Arena and Test of Strength modes.<br />
- Added HUD display for player / team tickets (if team tickets are inactive the ticket display is used for regular team score).<br />
- Added server variable so that limits teams to IS and Clan assets only (aka "IS vs Clan" mode).<br />
- C-Bill transfer disabled during combat (damage taken), 2 minutes after suicides and reconnections.<br />
- APC owners are now rewarded with 5000 C-Bills for every BA that spawns at their APC.<br />
- ECM and passive radar now increase lock time for missiles (passive and ECM delay effects will stack)<br />
- Added three state radar detection:<br />
1. First state (between 60% and 100% with no line of sight): You only have a blip indicating a valid target and distance.<br />
2. Second state (less than 60% radar range while active with no line of sight): You gain knowledge of the target's class.<br />
3. Third State (less than 80% radar range with line of sight): You have all available information.<br />
- Radar information is cached (but not updated) if you go out of range while targeting.<br />
- Cached target data will show as "Outdated".<br />
- Refactored LUA/HUD code to allow for easy implementation of new game modes.<br />
- C3 broadcasters now receive money for transmitting new targeting information to team mates.<br />
- Now possible to sell vehicles back at the Mech bay / aerospace hangar / VTOL pad, aero hangar. Default key 'J' while still in vehicle.<br />
- 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.<br />
- Added posibility to limit buy options for a factory (not currently implemented).<br />
- You can now repair aerospace on the runway.<br />
- Betty events are now queued and no longer overlap each other.<br />
- Non-destroyed Mechs without pilot now stay a lot longer on the battlefield.<br />
- Improved landing performance for aerospace units with a "flatten glide path" feature, default key is 'L-CTRL'.<br />
- 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.<br />
- The firegroup manager now remembers the firgroup assignments depending on vehicle and variant. No need to reset them all the time anymore.<br />
- Added crouch, shutdown, AMS, overheat, deploy and C3 indicators to Mech HUD.<br />
- Changed night vision shader with custom configuration.<br />
- Long Tom has now to be deployed before it is able to shoot. Deployed via 'L-CTRL' as default.<br />
- 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.<br />
- New chat system & killog font.<br />
- New Spectator HUD overlay.<br />
- New damage display icon for tanks,VTOLs and aerospace.<br />
- Internal structure for the Uziel.<br />
- New HUD indicator when overheating.<br />
- Radar ranges and active / passive / GECM state is now shown for friendly units on the overview map as ring indicator.<br />
- Legend on overview map to distinguish all the new symbols.<br />
- Streak SRMs now have more unique firing pattern.<br />
- Heat warnings in HUD overlay.<br />
- Numerous other small features you may or may not notice.<br />
<br />
<br />
New Content<br />
- Uziel IS 50-ton Medium Mech added.<br />
- Loki CL 65-ton Heavy Mech added.<br />
- Aerospace IS Sparrowhawk added.<br />
- Added AMS turrets for bases. These are neutral and will fire and enemy and friendly shells/missiles.<br />
- Added sounds and effects to Long Tom tank and Long Tom shells.<br />
- Added a library of betty sound warnings.<br />
- Completely reworked SA_Frostbite map layout.<br />
- Reworked SA_Extremity map with new assets and improved terrain layout.<br />
- Tweaks to SA_Sandblasted map.<br />
- Tweaks to SA_Marshes map time of day, added AMS/anti-LT turrets.<br />
- Tweaks to SA_Clearcut map, trees should perform better than 0.2.0.<br />
- New map SA_Mirage map.<br />
- New map SA_ThunderRift map.<br />
- Added Actionmapper input/controls utility accessible from new beta launcher.<br />
- 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).<br />
- New Beta launcher has support for embedded update (future use).<br />
- Added new BA footstep sounds.<br />
- Added new BA gear sound (myomer approximation).<br />
- Added limited library of impact sounds for weapons fire.<br />
- New Long Tom tank model.<br />
- New Long Tom deployment/undeploy animation.<br />
- New Flamer effect.<br />
- Updated PPC effect.<br />
- New laser impact effect particle.<br />
- Added missile models to most missile types.<br />
- New BA weapon Micro Heavy Laser.<br />
- New loading screens for all maps.<br />
- New D/E variants for Shiva and Harasser.<br />
- New sounds effects for certain weapons like the Gauss and UAC lines.<br />
- Extensive Betty audio notification library added<br />
- Betty target status announcements added<br />
- Betty game state announcements added<br />
<br />
<br />
Optimizations<br />
- Optimized bandwith usage of Mech legs.<br />
- Basic bandwidth improvements over 0.2.0<br />
- Improved particle effect performance for many effects.<br />
- Improved sound channel performance for several sounds.<br />
<br />
<br />
Known issues:<br />
- Inverting the joyaxis_y on vehicles does not work.<br />
- 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.<br />
- Impact libary will not play for impacts to Mech legs, tanks, aerospace or VTOLs, will be fixed in a later version.<br />
</pre><br />
<br />
===0.2.0===<br />
'''Release date:''' 25 February 2010<br><br />
'''Standalone:''' Yes<br><br />
'''Changelog:'''<br><br />
<pre class="mw-collapsible mw-collapsed"><br />
Balance<br />
- Can now use cbill transfer manager while inside a vehicle<br />
- Reduced NARC lock on range from 1000m to 800m.<br />
- Owens now has C3 on all variants.<br />
- Owens now have MASC on B and C variants.<br />
- Warhammer speed has been increased slightly.<br />
- Increased refire rate on SRMs.<br />
- Increased refire rate on StreakSRMs.<br />
- Increased LBX5/10 damage.<br />
- Increased price of most ammo types.<br />
- Decreased MASC speed increase from 50% to 40%.<br />
- Tweaked control performance of all aerospace.<br />
- Greatly increased AC/RAC damage against BA and aerospace.<br />
- Slightly increased spread on RAC2/5s.<br />
- Increased RAC overheat time.<br />
- Rebalanced Rank salaries including starting salary.<br />
- Rebalanced accleration factors on mechs.<br />
- Increased height threshold for applying fall animations on mechs.<br />
- Firebomb and TBolt reload times greatly increased.<br />
- Decreased gauss damage agaisnt aerospace, to prevent guarenteed one shot kills.<br />
- Increased damage and heat of Clan ERPPC.<br />
- Increased speed on both Sulla and Shiva.<br />
- Updated Warhammer configurations.<br />
- Updated Puma configuration.<br />
- Updated Hawkmoth configurations.<br />
- Updated Shiva C configuration.<br />
<br />
Bug Fixes<br />
- Stumps on destructible trees are now destructible.<br />
- BA flamer now functions correctly.<br />
- LRM/Streak offsets are now applied when unlocked or guided by tag/narc.<br />
- Reticule targeting now reliable.<br />
- Calliope turrets now properly fire all visual effects on remote clients.<br />
- Fixed multiple ammo reload bugs.<br />
- Laser orientation on remote clients fixed. Vehicle TAG laser now works as intended.<br />
- Tracers orientation on remote clients fixed.<br />
- Missle trails now align to physics direction correctly.<br />
- Fixed ghost MASC sounds on cougar.<br />
- LRMs now adjust descend distance based on height to target.<br />
- Ejector seat is now one shot for both original owner and thieves.<br />
- Mechs do not instantly stop on ejection anymore.<br />
- Joystick x-axis now properly supported.<br />
- Joystick sliders now properly supported.<br />
- Joystick POV switches now properly supported.<br />
- Joystick throttle on mechs now behaves sanely.<br />
- New joystick commands for each axis 'raw' and 'invraw' to send joystick commands without sensitivity.<br />
- When using a joystick, game writes Joystick.cfg file to active profile.<br />
- New min and max variables per joystick axis that allow users to map custom ranges into -1.0 to 1.0 range.<br />
- Fixed corruption of vehicle hud when hitting ESC to go to the main menu.<br />
<br />
New Features<br />
- Cheat protection system added.<br />
- Current release uses new installer.<br />
- Prices on all vehicles are now calculated based on chasis, equipment, weapons, and armor.<br />
- C3 computers will now chain together to give even more range.<br />
- Main menu now displays mod version.<br />
- Directional indicator on hud for nearest tag/narc.<br />
- Terrain intelligent bomb sight.<br />
- LongTom projection system.<br />
- Improvements to aerospace controls to allow both percision and speed.<br />
- Rank/Score/Income now scales with how many players are on the server.<br />
- Manpack PPC now has some serious kick to it.<br />
- Lock on cone reduced.<br />
- Lock on timer added which allows you to break line of sight for a short period of time.<br />
- Friendly NARCs and TAGs now show up on the radar/map.<br />
- Added command invertMousePitch to invert pitch on aerospace in game.<br />
- Added analog control of leg turning for relevant devices.<br />
- Added more formal support for gamepads like the xbox360 controller.<br />
- Default actionmap includes mapped functionos for gamepads.<br />
- VTOL booster now angled to move player forward in most situations.<br />
<br />
New Content<br />
- Added Osiris to Inner Sphere mechs.<br />
- Added Novacat to Clan mechs.<br />
- Added Thanatos to Inner Sphere mechs.<br />
- Added APC.<br />
- Added Longtom to Innersphere tanks.<br />
- Added MRM20, MRM30, MRM40 missile launchers.<br />
- Added laser based anti-missle system.<br />
- Added Frostbite map.<br />
- Updated Extremity.<br />
- Updated Clearcut.<br />
- Updated Inferno.<br />
- Updated Sandblasted.<br />
- New RAC5 sound.<br />
- New RAC2 sound.<br />
- New sounds for Sulla.<br />
- New nuke particle effect.<br />
<br />
Optimizations<br />
- Performance optimizations on desturctible trees.<br />
- Optimized server performance on laser guided missiles.<br />
- Optimized server performance on explosions.<br />
- Optimized server performance on vehicle flamers.<br />
- Optimized RAC sound channel usage.<br />
- Optimized LBL sound channel usage.<br />
- Various map optimizations.<br />
<br />
Known Issues:<br />
- Inferno currently has a misplaced killzone at 500 m height which kills VTOL pilots.<br />
</pre><br />
<br />
===0.1.0===<br />
'''Release date:''' 16 January 2010<br><br />
'''Standalone:''' No<br><br />
'''Changelog:'''<br><br />
<pre class="mw-collapsible mw-collapsed"><br />
Balance<br />
<br />
- Damage drop off added to Heavy Gauss after 300m.<br />
- Increased damage of all Gauss (except Heavy Gauss).<br />
- Increased Gauss and Clan Gauss ammo per ton from 8 to 12.<br />
- Increased LRM ammo per ton from 120 to 240.<br />
- Decreased SRM ammo per ton from 240 to 120. Increased radius of splash damage.<br />
- Decreased NARC ammo per ton from 6 to 4.<br />
- NARCs no longer emit a signal if they attach to the ground.<br />
- Decreased Medium and Large Pulse Lasers damage.<br />
- Increased damage of all Beam Lasers. Lowered heat of ERLBL.<br />
- Decreased Clan ERPPC heat and increased PPC heat. Increased heat transferred to targets for all PPCs.<br />
- Decreased heat transferred to targets by Flamers.<br />
- Increased RAC2 and RAC5 Damage.<br />
- Increased accuracy of AC2 and AC5. Increased damage to light armor (Battle Armor, hovercraft, VTOL, aerospace). Decreased damage to heavy armor.<br />
- Decreased turn rate of Arrow IV.<br />
- Decreased Battle Armor health regen when moving (from 40 seconds for full health to 60 seconds).<br />
- Decreased Battle Armor health from 150 health to 125 health.<br />
- Inferno charges now add heat to vehicles they detonate on.<br />
- A mech's back torso can now be repaired once destroyed.<br />
- Improved Harasser drivability.<br />
- Changed Harasser C weapon loadout.<br />
- Slightly decreased Partisan armor.<br />
- Decreased Huitzilopochtli heat efficiency and increased price.<br />
- Increased price of Sulla B.<br />
- Increased price of Shiva C.<br />
- Increased MASC speed boost amount.<br />
- Increased mech turn rate.<br />
- Increased Owens and Uller top speed.<br />
- Increased price of Hollander II. Changed weapon loadouts of Hollander II B and C.<br />
- Changed weapon loadout of the Vulture B.<br />
- Changed weapon loadouts and improved heat efficiency of MadCat A, B, and C.<br />
- Changed weapon loadouts of Mauler A and C. Improved heat efficiency of Mauler A, B, and C.<br />
- Changed weapon loadout of MadCat MKII B.<br />
- Changed weapon loadouts of Atlas A, B, and C<br />
- Increased point requirements for every rank.<br />
- Increased CBill rewards for damage.<br />
- Increased rewards for killing Battle Armor.<br />
<br />
Bug Fixes<br />
- Fixed several crashes.<br />
- Fixed bug where NARC and TAG gave extremely large rewards.<br />
- Fixed bug where your rank and cbills were not saved after reconnecting.<br />
- Fixed bug that allowed tanks to greatly increase their speed.<br />
- Fixed being able to fire some weapons while shutdown.<br />
- Fixed LBX being able to reload a shot higher than max.<br />
- Fixed bug where shooting pulse lasers into the sky would cause much higher heat than normal.<br />
- Fixed bug where pulse lasers could shoot multiple bursts at a time.<br />
- Missiles no longer explode on contact with water.<br />
- Mechs no longer play their fall animation for short falls.<br />
- Fixed turrets firing randomly after firing once.<br />
- Aerospace can now buy SRM ammo.<br />
- Mechs no longer shutdown after the pilots ejects.<br />
- Brake now works on vehicles with ramping throttle.<br />
- Fixed some of the arm parts on the Shadowcat not falling off.<br />
- Fixed bug where a mech's shutdown sound would loop.<br />
- Fixed PPC third person effect.<br />
- Fixed player name display in the target box.<br />
- Fixed TAG graphic display at certain distances.<br />
- Ammo display now hides empty ammo types.<br />
- Fixed ammo count displays in buy menu.<br />
- Removed some of the console debug messages.<br />
<br />
New Features<br />
- Aerospace equipped with fire bombs now have a bomb sight to assist in aiming.<br />
- Added Aerospace altimeter.<br />
- 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.<br />
- New radar icons for turrets and Battle Armor.<br />
- Friendlies and detected radar entities are displayed on the overview minimap.<br />
- Added a random chance for parts to blow off when a mech or vehicle explodes.<br />
- Kills, deaths, and score are now tracked if you disconnect and reconnect during the same game.<br />
<br />
Optimizations<br />
- Reduced server network and cpu usage, especially during large fights.<br />
- Heavily optimized usage of sound channels.<br />
</pre><br />
<br />
===Beta Hotfix 1===<br />
'''Release date:''' 29 December 2009<br><br />
'''Standalone:''' No<br><br />
'''Changelog:'''<br><br />
<pre class="mw-collapsible mw-collapsed"><br />
* various crash fixes<br />
* improved network performance<br />
</pre><br />
<br />
===Beta 1.0===<br />
'''Release date:''' 27 December 2009<br><br />
'''Standalone:''' Yes<br><br />
<br />
[[Category: MWLL]]</div>Sabristhttps://wiki.mechlivinglegends.net/index.php?title=Template:News&diff=13257Template:News2022-07-06T14:30:24Z<p>Sabrist: added 0.15.3</p>
<hr />
<div>{{Main Page - News | Version = 0.15.3 | Release = July 5th, 2022 | NewVersion = TBA | NewRelease = TBA| News = Hotfix 0.15.3 released to fix minor issues.<br />
Version 0.15.2 is now LIVE! - This patch is a small content update featuring new weapons, a sound rework, and a new Inner Sphere heavy 'Mech - the [[Orion]]! Consult the [[Mechwarrior:_Living_Legends/Versions|changelog]] for more details, including the usual round of balance tweaks and variant changes. | Events = [https://docs.google.com/document/d/1jB-YOxifPCSjBFgxU4W53Fh1WKJ5h03mC8a51d-b9rc TC and Single Life Merc Nights] - On weekends}}<br />
<noinclude>[[Category:Main Page Templates]]</noinclude></div>Sabristhttps://wiki.mechlivinglegends.net/index.php?title=Mechs&diff=13256Mechs2022-07-06T14:25:52Z<p>Sabrist: /* Inner Sphere */ added orion</p>
<hr />
<div>This is a quick reference of all the '''Mechs''' available and ''canceled'' in [[MechWarrior: Living Legends]]. Click the name for detailed description, list of variants, their weapons and equipment.<br />
<br />
==Light Mechs==<br />
<div style="text-align:center; font-size:15px; background-color: #2c2c2c"><br />
===[[Inner Sphere]]=== <br />
</div><br />
<div style="width:95%; margin:auto; text-align: center; margin-top:10px; margin-bottom:30px><br />
{| style="display: inline-block"<br />
{{ContentCell|300px|[[Commando]]|<br />
[[Image:Commando.png|x240px|link=Commando]]}}<br />
|}<br />
{| style="display: inline-block;"<br />
{{ContentCell|300px|[[Anubis]]|<br />
[[Image:Anubis.png|x240px|link=Anubis]]}}<br />
|}<br />
{| style="display: inline-block"<br />
{{ContentCell|300px|[[Osiris]]|<br />
[[Image:Osiris.png|x240px|link=Osiris]]}}<br />
|}<br />
{| style="display: inline-block"<br />
{{ContentCell|300px|[[Owens]]|<br />
[[Image:Owens.png|x240px|link=Owens]]}}<br />
|}<br />
{| style="display: inline-block"<br />
{{ContentCell|300px|[[Raven]]|<br />
[[Image:RavenPrime.png|x240px|link=Raven]]}}<br />
|}<br />
</div><br />
<br />
<div style="text-align:center; font-size:15px; background-color: #2c2c2c"><br />
===[[Clan]]===<br />
</div><br />
<div style="width:95%; margin:auto; text-align: center; margin-top:10px; margin-bottom:30px><br />
{| style="display: inline-block"<br />
{{ContentCell|300px|[[Locust IIC]]|<br />
[[Image:LocustIIC.png|x240px|link=Locust IIC]]}}<br />
|}<br />
{| style="display: inline-block"<br />
{{ContentCell|300px|[[Solitaire]]|<br />
[[Image:Solitaire.png|x240px|link=Solitaire]]}}<br />
|}<br />
{| style="display: inline-block"<br />
{{ContentCell|300px|[[Uller]]|<br />
[[Image:Uller.png|x240px|link=Uller]]}}<br />
|}<br />
{| style="display: inline-block"<br />
{{ContentCell|300px|[[Cougar]]|<br />
[[Image:Cougar.png|x240px|link=Cougar]]}}<br />
|}<br />
{| style="display: inline-block"<br />
{{ContentCell|300px|[[Puma]]|<br />
[[Image:Puma.png|x240px|link=Puma]]}}<br />
|}<br />
</div><br />
<br />
==Medium Mechs==<br />
<div style="text-align:center; font-size:15px; background-color: #2c2c2c"><br />
===[[Inner Sphere]]=== <br />
</div><br />
<div style="width:95%; margin:auto; text-align: center; margin-top:10px; margin-bottom:30px><br />
{| style="display: inline-block"<br />
{{ContentCell|300px|[[Chimera]]|<br />
[[Image:Chimera.png|x240px|link=Chimera]]}}<br />
|}<br />
{| style="display: inline-block"<br />
{{ContentCell|300px|[[Hollander II]]|<br />
[[Image:HollanderII.png|x240px|link=Hollander II]]}}<br />
|}<br />
{| style="display: inline-block;"<br />
{{ContentCell|300px|[[Uziel]]|<br />
[[Image:Uziel.png|x240px|link=Uziel]]}}<br />
|}<br />
{| style="display: inline-block"<br />
{{ContentCell|300px|[[Bushwacker]]|<br />
[[Image:Bushwacker.png|x240px|link=Bushwacker]]}}<br />
|}<br />
</div><br />
<br />
<div style="text-align:center; font-size:15px; background-color: #2c2c2c"><br />
===[[Clan]]===<br />
</div><br />
<div style="width:95%; margin:auto; text-align: center; margin-top:10px; margin-bottom:30px><br />
{| style="display: inline-block"<br />
{{ContentCell|300px|[[Shadowcat]]|<br />
[[Image:Shadowcat.png|x240px|link=Shadowcat]]}}<br />
|}<br />
{| style="display: inline-block"<br />
{{ContentCell|300px|[[Hellhound]]|<br />
[[Image:Hellhound.png|x240px|link=Hellhound]]}}<br />
|}<br />
{| style="display: inline-block"<br />
{{ContentCell|300px|[[Black Lanner]]|<br />
[[Image:Black_Lanner.png|x240px|link=Black Lanner]]}}<br />
|}<br />
{| style="display: inline-block"<br />
{{ContentCell|300px|[[Ryoken]]|<br />
[[Image:Ryoken.png|x240px|link=Ryoken]]}}<br />
|}<br />
</div><br />
<br />
==Heavy Mechs==<br />
<div style="text-align:center; font-size:15px; background-color: #2c2c2c"><br />
===[[Inner Sphere]]=== <br />
</div><br />
<div style="width:95%; margin:auto; text-align: center; margin-top:10px; margin-bottom:30px><br />
{| style="display: inline-block"<br />
{{ContentCell|300px|[[Argus]]|<br />
[[Image:Argus.png|x240px|link=Argus]]}}<br />
|}<br />
{| style="display: inline-block"<br />
{{ContentCell|300px|[[Rifleman]]|<br />
[[Image:Rifleman.png|x240px|link=Rifleman]]}}<br />
|}<br />
{| style="display: inline-block"<br />
{{ContentCell|300px|[[Catapult]]|<br />
[[Image:Catapult.png|x240px|link=Catapult]]}}<br />
|}<br />
{| style="display: inline-block"<br />
{{ContentCell|300px|[[Avatar]]|<br />
[[Image:Avatar.png|x240px|link=Avatar]]}}<br />
|}<br />
{| style="display: inline-block"<br />
{{ContentCell|300px|[[Warhammer]]|<br />
[[Image:Warhammer.png|x240px|link=Warhammer]]}}<br />
|}<br />
{| style="display: inline-block"<br />
{{ContentCell|300px|[[Marauder]]|<br />
[[Image:Marauder1.png|x240px|link=Marauder]]}}<br />
|}<br />
{| style="display: inline-block"<br />
{{ContentCell|300px|[[Orion]]|<br />
[[Image:Orion.png|x240px|link=Orion]]}}<br />
|}<br />
{| style="display: inline-block"<br />
{{ContentCell|300px|[[Thanatos]]|<br />
[[Image:Thanatos.png|x240px|link=Thanatos]]}}<br />
|}<br />
</div><br />
<br />
<div style="text-align:center; font-size:15px; background-color: #2c2c2c"><br />
<br />
===[[Clan]]===<br />
</div><br />
<div style="width:95%; margin:auto; text-align: center; margin-top:10px; margin-bottom:30px><br />
{| style="display: inline-block"<br />
{{ContentCell|300px|[[Vulture]]|<br />
[[Image:Vulture.png|x240px|link=Vulture]]}}<br />
|}<br />
{| style="display: inline-block"<br />
{{ContentCell|300px|[[Cauldron Born]]|<br />
[[Image:Cauldron-Born.png|x240px|link=Cauldron Born]]}}<br />
|}<br />
{| style="display: inline-block"<br />
{{ContentCell|300px|[[Loki]]|<br />
[[Image:Loki.png|x240px|link=Loki]]}}<br />
|}<br />
{| style="display: inline-block"<br />
{{ContentCell|300px|[[Novacat]]|<br />
[[Image:Novacat.png|x240px|link=Novacat]]}}<br />
|}<br />
{| style="display: inline-block"<br />
{{ContentCell|300px|[[Thor]]|<br />
[[Image:Thor.png|x240px|link=Thor]]}}<br />
|}<br />
{| style="display: inline-block"<br />
{{ContentCell|300px|[[Madcat]]|<br />
[[Image:Madcat.png|x240px|link=Madcat]]}}<br />
|}<br />
</div><br />
<br />
==Assault Mechs==<br />
<div style="text-align:center; font-size:15px; background-color: #2c2c2c"><br />
===[[Inner Sphere]]=== <br />
</div><br />
<div style="width:95%; margin:auto; text-align: center; margin-top:10px; margin-bottom:30px><br />
{| style="display: inline-block"<br />
{{ContentCell|300px|[[Awesome]]|<br />
[[Image:Awesome.png|x240px|link=Awesome]]}}<br />
|}<br />
{| style="display: inline-block"<br />
{{ContentCell|300px|[[Mauler]]|<br />
[[Image:Mauler.png|x240px|link=Mauler]]}}<br />
|}<br />
{| style="display: inline-block"<br />
{{ContentCell|300px|[[Sunder]]|<br />
[[Image:Sunder.png|x240px|link=Sunder]]}}<br />
|}<br />
{| style="display: inline-block"<br />
{{ContentCell|300px|[[Archangel]]|<br />
[[Image:Archangel.png|x240px|link=Archangel]]}}<br />
|}<br />
{| style="display: inline-block"<br />
{{ContentCell|300px|[[Atlas]]|<br />
[[Image:Atlas.png|x240px|link=Atlas]]}}<br />
|}<br />
{| style="display: inline-block"<br />
{{ContentCell|300px|[[Fafnir]]|<br />
[[Image:Fafnir.png|x240px|link=Fafnir]]}}<br />
|}<br />
</div><br />
<br />
<div style="text-align:center; font-size:15px; background-color: #2c2c2c"><br />
===[[Clan]]===<br />
</div><br />
<div style="width:95%; margin:auto; text-align: center; margin-top:10px; margin-bottom:30px><br />
{| style="display: inline-block"<br />
{{ContentCell|300px|[[Masakari]]|<br />
[[Image:Masakari.png|x240px|link=Masakari]]}}<br />
|}<br />
{| style="display: inline-block"<br />
{{ContentCell|300px|[[Blood Asp]]|<br />
[[Image:Blood_Asp.png|x240px|link=Blood Asp]]}}<br />
|}<br />
{| style="display: inline-block"<br />
{{ContentCell|300px|[[Madcat MKII]]|<br />
[[Image:MKII.png|x240px|link=Madcat MKII]]}}<br />
|}<br />
{| style="display: inline-block"<br />
{{ContentCell|300px|[[Daishi]]|<br />
[[Image:Daishi.png|x240px|link=Daishi]]}}<br />
|}<br />
{| style="display: inline-block"<br />
{{ContentCell|300px|[[Kodiak]]|<br />
[[Image:Kodiak_new.png|x240px|link=Kodiak]]}}<br />
|}<br />
</div><br />
<br />
==Canceled Mechs==<br />
<div style="width:95%; margin:auto; text-align: center; margin-top:10px; margin-bottom:30px><br />
{| style="display: inline-block"<br />
{{ContentCell|320px|[[Hunchback IIC]]|<br />
[[Image:Hunchback2c.jpg|x210px|link=Hunchback IIC]]}}<br />
|}<br />
</div></div>Sabristhttps://wiki.mechlivinglegends.net/index.php?title=Template:Navbox_Assets_IS&diff=13255Template:Navbox Assets IS2022-07-06T14:24:13Z<p>Sabrist: added orion</p>
<hr />
<div><br><div align="center"> {{Navbox<br />
| name = Navbox Assets IS<br />
| bodyclass = hlist<br />
| state = uncollapsed<br />
| title = {{NaviLink|Inner Sphere}} Assets<br />
<br />
| group1 = '''{{NaviLink|Battle Armor}}'''<br />
| list1 = {{NaviLink|Battle Armor#Longinus|Longinus}}<br />
<br />
| group2 = '''{{NaviLink|Vehicles}}'''<br />
| list2 = {{NaviLink|APC}} • {{NaviLink|Harasser}} • {{NaviLink|Chevalier}} • {{NaviLink|Goblin}} • {{NaviLink|Regulator}} • {{NaviLink|Rommel}} • {{NaviLink|Demolisher}} • {{NaviLink|Partisan}} • {{NaviLink|Schrek}} • {{NaviLink|Mobile Long Tom|Mobile&nbsp;Long&nbsp;Tom}} • {{NaviLink|Behemoth}}<br />
<br />
| group3 = '''{{NaviLink|Aerospace}}'''<br />
| list3 = {{NaviLink|Sparrowhawk}} • {{NaviLink|Corsair}} • {{NaviLink|Rusalka}} • {{NaviLink|Shiva}}<br />
<br />
| group4 = '''{{NaviLink|VTOL|VTOLs}}'''<br />
| list4 = {{NaviLink|Hawkmoth}}<br />
<br />
| group5 = '''{{NaviLink|Mechs}}'''<br />
| list5 = {{navbox|subgroup <br />
| group1 = {{NaviLink|Light Mechs|Light}}<br />
| list1 = {{NaviLink|Commando}} • {{NaviLink|Anubis}} • {{NaviLink|Osiris}} • {{NaviLink|Owens}} • {{NaviLink|Raven}}<br />
<br />
| group2 = {{NaviLink|Medium Mechs|Medium}}<br />
| list2 = {{NaviLink|Chimera}} • {{NaviLink|Hollander_II|Hollander&nbsp;II}} • {{NaviLink|Bushwacker}} • {{NaviLink|Uziel}}<br />
<br />
| group3 = {{NaviLink|Heavy Mechs|Heavy}}<br />
| list3 = {{NaviLink|Argus}} • {{NaviLink|Rifleman}} • {{NaviLink|Catapult}} • {{NaviLink|Avatar}} • {{NaviLink|Warhammer}} • {{NaviLink|Marauder}} • {{NaviLink|Orion}} • {{NaviLink|Thanatos}}<br />
<br />
| group4 = {{NaviLink|Assault Mechs|Assault}}<br />
| list4 = {{NaviLink|Awesome}} • {{NaviLink|Mauler}} • {{NaviLink|Sunder}} • {{NaviLink|Archangel}} • {{NaviLink|Atlas}} • {{NaviLink|Fafnir}}<br />
}}<br />
}}</div><br></div>Sabristhttps://wiki.mechlivinglegends.net/index.php?title=Orion&diff=13254Orion2022-07-06T14:22:38Z<p>Sabrist: created page</p>
<hr />
<div>{{Mech|<br />
| Image = File:Orion.png<br />
| ImageGif = <br />
| Class = Heavy<br />
| Faction = Inner Sphere<br />
| Tickets = 10<br />
| Tier = 11<br />
| Tonnage = 75<br />
| Speed = 65<br />
| Rotation = 250<br />
| PitchStand = X°<br />
| PitchCrouch = Y°<br />
<br />
| Price Prime = 83 900<br />
| ArmorT Prime = 70 257<br />
| Engine Prime = Light Fusion<br />
| Weapons Prime = <ul><br />
<li>1x [[UAC10]]<br />
<li>3x [[ERML]]<br />
<li>1x [[LRM20]]<br />
<li>1x [[NARC]]<br />
</ul><br />
| Equip Prime = <ul><br />
<li>5 [[DHS]]<br />
<li>2 [[free tons]]<br />
<li>14.5t [[Armor]]<br />
</ul><br />
<br />
| Armor H = 2760<br />
| Armor CT = 10387<br />
| Armor LRT = 6752<br />
| Armor B = 6232<br />
| Armor LRA = 5973<br />
| Armor INT = 4768<br />
| Armor LRL = 7946<br />
<br />
| Version150 = 0.15.2<br />
}}<br />
{{WIP}}<br />
The '''Orion''' is [[Inner Sphere]] [[Heavy Mechs|Heavy Mech]].<br />
<br />
<br />
==Roles and Gameplay Hints==<br />
===Prime===<br />
{{fluff}}<br />
<br />
===Variant A===<br />
{{fluff}}<br />
<br />
===Variant B===<br />
{{fluff}}<br />
<br />
===Variant C - ''"Imperator-6"''===<br />
{{fluff}}<br />
<br />
===Variant D===<br />
{{fluff}}<br />
<br />
===Variant E - ''"Tiberius"''===<br />
{{fluff}}<br />
<br />
===Variant F===<br />
{{fluff}}<br />
<br />
===Variant G - ''"Tacitus"''===<br />
{{fluff}}<br />
<br />
<br />
<br />
{{Template:Navbox_Assets_IS}}</div>Sabristhttps://wiki.mechlivinglegends.net/index.php?title=File:Orion.png&diff=13253File:Orion.png2022-07-06T13:51:22Z<p>Sabrist: </p>
<hr />
<div></div>Sabristhttps://wiki.mechlivinglegends.net/index.php?title=Mechwarrior:_Living_Legends/Versions&diff=13251Mechwarrior: Living Legends/Versions2022-07-04T22:35:28Z<p>Sabrist: /* Versions history */ added 0.15.2</p>
<hr />
<div>'''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.<br />
<br />
__NOTOC__<br />
<br />
==Versions history==<br />
===0.15.2===<br />
'''Release date:''' 4 July 2022<br><br />
'''Standalone:''' Yes<br><br />
'''Changelog:'''<br><br />
<pre class="mw-collapsible"><br />
-----------------------------------------<br />
--------- KNOWN ISSUES - 0.15.2 --------<br />
-----------------------------------------<br />
<br />
------ GAMEPLAY -------<br />
<br />
- 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! :)<br />
- 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.<br />
- 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.<br />
- When left empty, each BA SRM tube needs to be manually reloaded (can be initiated by using the fire button)<br />
- BA hardmount MG cannot be fired during SRM reload while the SRM are selected<br />
- BA arm remains in position when hardmount MG is expended - weapon switch clears it<br />
- BA hardmount MG triggers "reloading" state on one of the SRM indicators when they are selected<br />
- BA hardmount MG is not yet textured. <br />
- BA hardmount MG lacks a muzzleflash effect. (it was heavily bugged) Tracers still work properly, however. <br />
- Bpod hit detection remains buggy<br />
- In rare cases directly after buying an asset, a mixed weapon group will only fire for one cycle and then stop. Works normally after that.<br />
- BA will show up as both air and surface targets<br />
<br />
---- GAME SYSTEMS -----<br />
<br />
- Crashes can happen. Workarounds are available in the Troubleshooting guide.<br />
- 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.<br />
<br />
------- AUDIO ---------<br />
<br />
- Due to a hack required for new leg sets and animations to create footstep sounds and footstep effects, all mechs will play one footstep sound anytime they come to a complete stop even though they are not moving.<br />
<br />
-------- MAPS ---------<br />
<br />
- TC_Palisades: Both ASF factories will only build one ASF at a time.<br />
- TC_Tukayyid trees may still cause some convergence issues when aiming directly at them. We are working on a permanent solution to this, but the most prominent issue with the trees has been resolved<br />
- TC_Scorched on low settings may cause blinding issues in the water<br />
<br />
-------- HUD ----------<br />
<br />
- Certain HUD elements might overlap other UI elements.<br />
- BA SRM ammo counter does not update until the weapon was selected and the reload on them was triggered once<br />
- There is a hang up in frames when you switch targets when using the tank HUD.<br />
- BA SRM ammo counter states you have one ammo when you spawn, which you do not. This could not be easily fixed as it is a default state problem rather than it reading your actual ammo. Once you switch to the weapon, it will read your actual ammo and update.<br />
<br />
------ CONTROLS -------<br />
<br />
- 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<br />
<br />
-------- VISUAL -------<br />
<br />
- Sometimes solid yellow camo looks like gold on certain assets<br />
<br />
-----------------------------------------<br />
------------- VERSION 0.15.2 ------------<br />
-----------------------------------------<br />
<br />
<br />
------ GAMEPLAY -------<br />
<br />
- New Assets<br />
- New Inner Sphere Heavy Mech ; Orion 75t - Ticket cost 10 - Tier 11. <br />
Some variants feature Light Fusion engine which gives side torso transfer rates of 1.4x and back torso 2.0x.<br />
It comes in two speeds, 64kph and 75kph, the 64kph variants are forward buyable to help compete with more expensive clan heavy forward buys.<br />
Note: cockpit texture is not yet done and will be included at further date; foot placement on uneven ground while standing still may cause strange foot twisting like the warhammer, will attempt to fix later.<br />
<br />
- Binary Laser Cannon. Slighty more damage than two IS ERLLs but more waste heat and less range. Recieves bonus damage against tanks and air but has a much longer recharge time.<br />
- Light AC/2 ; Light AC/5. Sized down versions of the standard AC/2 and AC/5 retain full raw damage but at the cost of range, splash area, and loss of light kinetic modifier (bonus damage against tanks). <br />
<br />
- Decreased Cluster Arrow outer splash area and increased missile spread to prevent damage against single targets being equal to a volley of standard Arrows (the intent was to less average damage landing).<br />
- Increased power of Base-LAMS to better destroy incoming bombs and arrows quickly.<br />
- Flattened locktime on LRM-15 and LRM-20 with the LRM-10 like was done with the CLRMS.<br />
- Added Vtol version of Air_RAC5 which has less range, splash area, and longer reload time to prevent the Hawkmoth G from being such a terror.<br />
- Increased Snubnose_Thumper Rate of fire to 7 from 6.<br />
<br />
- Donar / Hawkmoth<br />
- Increased ticket cost to 4 from 3. Increased tier to 5 from 4.<br />
<br />
- Variant tweaks or changes<br />
Archangel Prime - Argus D - Commando B - Mauler G - Chimera A - Warhammer E<br />
<br />
------ BUG FIXES ------<br />
<br />
- Changed Arrow IV on Daishi C to Cluster.<br />
- Reduced armor on Marauder by ~0.5 tons as it was over the max protection rule.<br />
- Hellhound proxy mesh tweaked on the torso in an attempt to prevent physicalized shots passing through when it is running directly at or away from you. (this issue has existed on flat shaped mechs for awhile now and it is doubtful can be fixed completely but hopefully this will help)<br />
- Fixed several ballistic weapons having a mismatch between the speed of their visibile tracers and the speed of the actual shell entities. <br />
- Fixed missing reactor sound on ArchAngel<br />
<br />
------ AUDIO -------<br />
<br />
- New IS laser sounds: Normal, ER, Pulse for ir and ground; Clan keeps existing ones<br />
- New sound Binary laser<br />
- New sound events for Light AC2 and Light AC5<br />
- New launcher, whiz, and explosion sound event for Arrow IV Cluster<br />
<br />
-------- VISUAL -------<br />
<br />
- Water impact effects removed for rapid firing projectile weapons to prevent game going power point<br />
- graphics.cfg updated so that missile smoke trails are active again<br />
</pre><br />
===0.15.1===<br />
'''Release date:''' 29 April 2022<br><br />
'''Standalone:''' Yes<br><br />
'''Changelog:'''<br><br />
<pre class="mw-collapsible mw-collapsed"><br />
-----------------------------------------<br />
--------- KNOWN ISSUES - 0.15.1 --------<br />
-----------------------------------------<br />
<br />
------ GAMEPLAY -------<br />
<br />
- 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! :)<br />
- 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.<br />
- 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.<br />
- When left empty, each BA SRM tube needs to be manually reloaded (can be initiated by using the fire button)<br />
- BA hardmount MG cannot be fired during SRM reload while the SRM are selected<br />
- BA arm remains in position when hardmount MG is expended - weapon switch clears it<br />
- BA hardmount MG triggers "reloading" state on one of the SRM indicators when they are selected<br />
- BA hardmount MG is not yet textured. <br />
- BA hardmount MG lacks a muzzleflash effect. (it was heavily bugged) Tracers still work properly, however. <br />
- Bpod hit detection remains buggy<br />
- In rare cases directly after buying an asset, a mixed weapon group will only fire for one cycle and then stop. Works normally after that.<br />
- BA will show up as both air and surface targets<br />
<br />
---- GAME SYSTEMS -----<br />
<br />
- Crashes can happen. Workarounds are available in the Troubleshooting guide.<br />
- 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.<br />
<br />
------- AUDIO ---------<br />
<br />
- Due to a hack required for new leg sets and animations to create footstep sounds and footstep effects, all mechs will play one footstep sound anytime they come to a complete stop even though they are not moving.<br />
<br />
-------- MAPS ---------<br />
<br />
- TC_Palisades: Both ASF factories will only build one ASF at a time.<br />
- TC_Tukayyid trees may still cause some convergence issues when aiming directly at them. We are working on a permanent solution to this, but the most prominent issue with the trees has been resolved<br />
- TC_Scorched on low settings may cause blinding issues in the water<br />
<br />
-------- HUD ----------<br />
<br />
- Certain HUD elements might overlap other UI elements.<br />
- BA SRM ammo counter does not update until the weapon was selected and the reload on them was triggered once<br />
- There is a hang up in frames when you switch targets when using the tank HUD.<br />
- BA SRM ammo counter states you have one ammo when you spawn, which you do not. This could not be easily fixed as it is a default state problem rather than it reading your actual ammo. Once you switch to the weapon, it will read your actual ammo and update.<br />
<br />
------ CONTROLS -------<br />
<br />
- 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<br />
<br />
-------- VISUAL -------<br />
<br />
- Sometimes solid yellow camo looks like gold on certain assets<br />
<br />
-----------------------------------------<br />
------------- VERSION 0.15.1 ------------<br />
-----------------------------------------<br />
<br />
<br />
------ GAMEPLAY -------<br />
<br />
- New Air_Tag version of the TAG laser has less range than the standard ground variant (1000m instead of 1350m) for use on vtols so it is less obnoxious.<br />
- Decreased base spread on HVAC5 to .12 from .2<br />
- Increased rate of fire on Thumper_Stable to 8 from 6<br />
<br />
- Variant tweaks or changes<br />
Donar D/C<br />
<br />
-------- VISUAL -------<br />
<br />
- Improved graphics.cfg to increase fps<br />
<br />
------ BUG FIXES ------<br />
<br />
- Reverted consolehide command from autoexec because it caused an old shader bug to resurface<br />
</pre><br />
<br />
===0.15.0===<br />
'''Release date:''' 22 April 2022<br><br />
'''Standalone:''' Yes<br><br />
'''Changelog:'''<br><br />
<pre class="mw-collapsible mw-collapsed"><br />
-----------------------------------------<br />
--------- KNOWN ISSUES - 0.15.0 --------<br />
-----------------------------------------<br />
<br />
------ GAMEPLAY -------<br />
<br />
- 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! :)<br />
- 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.<br />
- 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.<br />
- When left empty, each BA SRM tube needs to be manually reloaded (can be initiated by using the fire button)<br />
- BA hardmount MG cannot be fired during SRM reload while the SRM are selected<br />
- BA arm remains in position when hardmount MG is expended - weapon switch clears it<br />
- BA hardmount MG triggers "reloading" state on one of the SRM indicators when they are selected<br />
- BA hardmount MG is not yet textured. <br />
- BA hardmount MG lacks a muzzleflash effect. (it was heavily bugged) Tracers still work properly, however. <br />
- Bpod hit detection remains buggy<br />
- In rare cases directly after buying an asset, a mixed weapon group will only fire for one cycle and then stop. Works normally after that.<br />
- BA will show up as both air and surface targets<br />
<br />
---- GAME SYSTEMS -----<br />
<br />
- Crashes can happen. Workarounds are available in the Troubleshooting guide.<br />
- 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.<br />
<br />
------- AUDIO ---------<br />
<br />
- Due to a hack required for new leg sets and animations to create footstep sounds and footstep effects, all mechs will play one footstep sound anytime they come to a complete stop even though they are not moving.<br />
<br />
-------- MAPS ---------<br />
<br />
- TC_Palisades: Both ASF factories will only build one ASF at a time.<br />
- TC_Tukayyid trees may still cause some convergence issues when aiming directly at them. We are working on a permanent solution to this, but the most prominent issue with the trees has been resolved<br />
- TC_Scorched on low settings may cause blinding issues in the water<br />
<br />
-------- HUD ----------<br />
<br />
- Certain HUD elements might overlap other UI elements.<br />
- BA SRM ammo counter does not update until the weapon was selected and the reload on them was triggered once<br />
- There is a hang up in frames when you switch targets when using the tank HUD.<br />
- BA SRM ammo counter states you have one ammo when you spawn, which you do not. This could not be easily fixed as it is a default state problem rather than it reading your actual ammo. Once you switch to the weapon, it will read your actual ammo and update.<br />
<br />
------ CONTROLS -------<br />
<br />
- 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<br />
<br />
-------- VISUAL -------<br />
<br />
- Sometimes solid yellow camo looks like gold on certain assets<br />
<br />
-----------------------------------------<br />
------------- VERSION 0.15.0 ------------<br />
-----------------------------------------<br />
<br />
<br />
------ GAMEPLAY -------<br />
<br />
- New Arrow IV ammo variant (Cluster) : Loaded into all single launcher variants, shoots twice as many missiles for half damage and smaller overall explosion radius; retains full missile HP to help break through LAMS cover; larger overall missile spread area and does not destroy narcs.<br />
- Moved Light vtols to new flight model designed to allow better directional movement at the cost of some pitch/roll freedom. Max downward pitch fixed to -45 degrees to prevent "ballooning" over ground targets that could not fire back. <br />
This new model is the basis for upcoming heavy vtols (old model was overly messy to build heavy vtols off of).<br />
NOTE: This model uses new actionmap commands so make sure to set them.<br />
- Reworked AC/20 to fire a burst of three shells for roughly the same DPS as the old model but with far more consistent supression on target. Increased shell flight speed to aid landing more shots.<br />
- Decreased AC/10 damage per shot from 42 to 40. Increased ammo per ton from 160 to 170.<br />
- Decreased ammo on AC5 from 128 to 90.<br />
- Decreased locktime on LRM20 from 2.5 to 2.25 to normalize with LRM15.<br />
- Decreased AECM radar malus effect from -700m to -600m; reduced lockon time modifier from 1.75x to 1.5x.<br />
- Halved reload time for all dual S/SRM launchers to give them some advantage compared to stacked single launchers. <br />
<br />
- Blacklanner<br />
- Further decreased max turn rate and turn accleration to be closer to the Ryoken in performance, rather than still being clearly superior.<br />
<br />
- Commando<br />
- Moved a bit of armor to the arms.<br />
<br />
- Hawkmoth<br />
- Fix for cockpit window facing wrong direction. <br />
- Fix for floating landing gear wheel not retracting correctly.<br />
- Fix for some holes (flipped geo) in the cockpit.<br />
<br />
- Huit<br />
- Moving single Arrow IV variants out of Artillery classification to allow for more forward spawns. <br />
- Classifying Huit F "The Senate" as an Artillery platform in the buildrules (is already classified in factory spawn), unlocking base chassis price adjustments to allow for better price tweaking. Price increased by 10k Cbills.<br />
<br />
- Rommel<br />
- Increased turret rotation speed of Howizter Rommel to 55 from 40.<br />
<br />
- Mars<br />
- Moved Prime and B to XL engines of equiviliant weight, resulting in 53kph speeds. XL engine is 25k cbills more expensive.<br />
<br />
- Mithras<br />
- Fixed gearbox on Mithras E, resulting in correctly slower engine without sacrificing its ability to reach said top speed due to transmission issues.<br />
<br />
Ares/Morrigu<br />
- Switched CLRM to "Mars" variant CLRMS (shallow arc/ better tracking) for the Ares and Morrigu Primes. <br />
<br />
- Variant tweaks or changes<br />
- Lanner G - Bloodasp B - Cauldronborn B/E - Donar F/G - Epona D - Huit D - Archangel Prime/B/C - Atlas D - Chevalier B - Chimera E - Harasser C - Osiris G - Schrek C/G - Uziel D - Sunder Prime/B - Fafnir G - Commando B/F - Cougar D - Mars F<br />
- Partisan E - Hellhound P - Kodiak G - Atlas F - Demolisher D<br />
<br />
-------- MAPS ---------<br />
<br />
- TC_Palisades: Extended the center brigde capzone to the bottom of the river.<br />
- TC_Canyons: Added two capzones to official version. <br />
<br />
<br />
------ BUG FIXES ------<br />
<br />
- Fix for missing light kinetic modifier against Shoden hull.<br />
- Fixed Donar engine particle effects firing the wrong direction (shooting up into the body and cockpit).<br />
</pre><br />
<br />
===0.14.10===<br />
'''Release date:''' 6 November 2021<br><br />
'''Standalone:''' Yes<br><br />
'''Changelog:'''<br><br />
<pre class="mw-collapsible mw-collapsed"><br />
-----------------------------------------<br />
--------- KNOWN ISSUES - 0.14.10 --------<br />
-----------------------------------------<br />
<br />
------ GAMEPLAY -------<br />
<br />
- 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! :)<br />
- 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.<br />
- 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.<br />
- When left empty, each BA SRM tube needs to be manually reloaded (can be initiated by using the fire button)<br />
- BA hardmount MG cannot be fired during SRM reload while the SRM are selected<br />
- BA arm remains in position when hardmount MG is expended - weapon switch clears it<br />
- BA hardmount MG triggers "reloading" state on one of the SRM indicators when they are selected<br />
- BA hardmount MG is not yet textured. <br />
- BA hardmount MG lacks a muzzleflash effect. (it was heavily bugged) Tracers still work properly, however. <br />
- Bpod hit detection remains buggy<br />
- In rare cases directly after buying an asset, a mixed weapon group will only fire for one cycle and then stop. Works normally after that.<br />
- BA will show up as both air and surface targets<br />
<br />
---- GAME SYSTEMS -----<br />
<br />
- Crashes can happen. Workarounds are available in the Troubleshooting guide.<br />
- 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.<br />
<br />
------- AUDIO ---------<br />
<br />
- Due to a hack required for new leg sets and animations to create footstep sounds and footstep effects, all mechs will play one footstep sound anytime they come to a complete stop even though they are not moving.<br />
<br />
-------- MAPS ---------<br />
<br />
- TC_Palisades: Both ASF factories will only build one ASF at a time.<br />
- TC_Tukayyid trees may still cause some convergence issues when aiming directly at them. We are working on a permanent solution to this, but the most prominent issue with the trees has been resolved<br />
- TC_Scorched on low settings may cause blinding issues in the water<br />
<br />
-------- HUD ----------<br />
<br />
- Certain HUD elements might overlap other UI elements.<br />
- BA SRM ammo counter does not update until the weapon was selected and the reload on them was triggered once<br />
- There is a hang up in frames when you switch targets when using the tank HUD.<br />
- BA SRM ammo counter states you have one ammo when you spawn, which you do not. This could not be easily fixed as it is a default state problem rather than it reading your actual ammo. Once you switch to the weapon, it will read your actual ammo and update.<br />
<br />
------ CONTROLS -------<br />
<br />
- 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<br />
<br />
-------- VISUAL -------<br />
<br />
- Sometimes solid yellow camo looks like gold on certain assets<br />
<br />
-----------------------------------------<br />
------------- VERSION 0.14.10 ------------<br />
-----------------------------------------<br />
<br />
------ BUG FIXES ------<br />
<br />
- Fix for crashes caused by dynamic lights issue.<br />
</pre><br />
<br />
===0.14.9===<br />
'''Release date:''' 1 November 2021<br><br />
'''Standalone:''' Yes<br><br />
'''Changelog:'''<br><br />
<pre class="mw-collapsible mw-collapsed"><br />
-----------------------------------------<br />
--------- KNOWN ISSUES - 0.14.9 ---------<br />
-----------------------------------------<br />
<br />
------ GAMEPLAY -------<br />
<br />
- 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! :)<br />
- 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.<br />
- 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.<br />
- When left empty, each BA SRM tube needs to be manually reloaded (can be initiated by using the fire button)<br />
- BA hardmount MG cannot be fired during SRM reload while the SRM are selected<br />
- BA arm remains in position when hardmount MG is expended - weapon switch clears it<br />
- BA hardmount MG triggers "reloading" state on one of the SRM indicators when they are selected<br />
- BA hardmount MG is not yet textured. <br />
- BA hardmount MG lacks a muzzleflash effect. (it was heavily bugged) Tracers still work properly, however. <br />
- Bpod hit detection remains buggy<br />
- In rare cases directly after buying an asset, a mixed weapon group will only fire for one cycle and then stop. Works normally after that.<br />
- BA will show up as both air and surface targets<br />
<br />
---- GAME SYSTEMS -----<br />
<br />
- Crashes can happen. Workarounds are available in the Troubleshooting guide.<br />
- 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.<br />
<br />
------- AUDIO ---------<br />
<br />
- Due to a hack required for new leg sets and animations to create footstep sounds and footstep effects, all mechs will play one footstep sound anytime they come to a complete stop even though they are not moving.<br />
<br />
-------- MAPS ---------<br />
<br />
- TC_Palisades: Both ASF factories will only build one ASF at a time.<br />
- TC_Tukayyid trees may still cause some convergence issues when aiming directly at them. We are working on a permanent solution to this, but the most prominent issue with the trees has been resolved<br />
- TC_Scorched on low settings may cause blinding issues in the water<br />
<br />
-------- HUD ----------<br />
<br />
- Certain HUD elements might overlap other UI elements.<br />
- BA SRM ammo counter does not update until the weapon was selected and the reload on them was triggered once<br />
- There is a hang up in frames when you switch targets when using the tank HUD.<br />
- BA SRM ammo counter states you have one ammo when you spawn, which you do not. This could not be easily fixed as it is a default state problem rather than it reading your actual ammo. Once you switch to the weapon, it will read your actual ammo and update.<br />
<br />
------ CONTROLS -------<br />
<br />
- 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<br />
<br />
-------- VISUAL -------<br />
<br />
- Sometimes solid yellow camo looks like gold on certain assets<br />
<br />
-----------------------------------------<br />
------------- VERSION 0.14.9 ------------<br />
-----------------------------------------<br />
<br />
------ BUG FIXES ------<br />
<br />
- Fix for glaring issue with reduced view distance of map objects.<br />
</pre><br />
<br />
===0.14.8===<br />
'''Release date:''' 30 October 2021<br><br />
'''Standalone:''' Yes<br><br />
'''Changelog:'''<br><br />
<pre class="mw-collapsible mw-collapsed"> <br />
-----------------------------------------<br />
--------- KNOWN ISSUES - 0.14.8 ---------<br />
-----------------------------------------<br />
<br />
------ GAMEPLAY -------<br />
<br />
- 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! :)<br />
- 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.<br />
- 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.<br />
- When left empty, each BA SRM tube needs to be manually reloaded (can be initiated by using the fire button)<br />
- BA hardmount MG cannot be fired during SRM reload while the SRM are selected<br />
- BA arm remains in position when hardmount MG is expended - weapon switch clears it<br />
- BA hardmount MG triggers "reloading" state on one of the SRM indicators when they are selected<br />
- BA hardmount MG is not yet textured. <br />
- BA hardmount MG lacks a muzzleflash effect. (it was heavily bugged) Tracers still work properly, however. <br />
- Bpod hit detection remains buggy<br />
- In rare cases directly after buying an asset, a mixed weapon group will only fire for one cycle and then stop. Works normally after that.<br />
- BA will show up as both air and surface targets<br />
<br />
---- GAME SYSTEMS -----<br />
<br />
- Crashes can happen. Workarounds are available in the Troubleshooting guide.<br />
- 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.<br />
<br />
------- AUDIO ---------<br />
<br />
- Due to a hack required for new leg sets and animations to create footstep sounds and footstep effects, all mechs will play one footstep sound anytime they come to a complete stop even though they are not moving.<br />
<br />
-------- MAPS ---------<br />
<br />
- TC_Palisades: Both ASF factories will only build one ASF at a time.<br />
- TC_Tukayyid trees may still cause some convergence issues when aiming directly at them. We are working on a permanent solution to this, but the most prominent issue with the trees has been resolved<br />
- TC_Scorched on low settings may cause blinding issues in the water<br />
<br />
-------- HUD ----------<br />
<br />
- Certain HUD elements might overlap other UI elements.<br />
- BA SRM ammo counter does not update until the weapon was selected and the reload on them was triggered once<br />
- There is a hang up in frames when you switch targets when using the tank HUD.<br />
- BA SRM ammo counter states you have one ammo when you spawn, which you do not. This could not be easily fixed as it is a default state problem rather than it reading your actual ammo. Once you switch to the weapon, it will read your actual ammo and update.<br />
<br />
------ CONTROLS -------<br />
<br />
- 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<br />
<br />
-------- VISUAL -------<br />
<br />
- Sometimes solid yellow camo looks like gold on certain assets<br />
<br />
-----------------------------------------<br />
------------- VERSION 0.14.8 ------------<br />
-----------------------------------------<br />
<br />
------ BUG FIXES ------<br />
<br />
- Possible fix for autobuying ammo outside of buyzones.<br />
<br />
------ GAMEPLAY -------<br />
<br />
- Increased AC10 time to overheat to 3.5 seconds from 2.5 seconds.<br />
- Increased VTOL build time to 25 seconds from 10 seconds.<br />
- Decreased Air_UAC20 price to 22k from 26k<br />
<br />
- Longtom<br />
- Increased base chassis price by 14,650 cbills.<br />
- Shiva<br />
- Decreased base chassis price by 3k.<br />
- Visigoth<br />
- Decreased base chassis price by 1k.<br />
- Rusalka<br />
- Increased base chassis price by 2k.<br />
<br />
- Variant tweaks or changes<br />
- Loki A - Argus D - Atlas D - Osiris B - Regulator E - Warhammer E/D - Novacat B - Shiva A/C/F/G<br />
<br />
-------- SOUND --------<br />
<br />
- Betty and Duncan Fisher moved to the dialogue slider for volume control<br />
- New interface sounds for Auto-Shutdown override, dump ammo and the firemode switch<br />
<br />
<br />
-------- VISUAL -------<br />
<br />
- Changing default autoexec.cfg included with the base modbuild to one which may reduce frequency of crashes for some players. This will override most of the in-game graphics settings.<br />
<br />
---------- UI ---------<br />
<br />
- Bigger MWLL style buy menu with pulsating animation<br />
</pre><br />
<br />
===0.14.7===<br />
'''Release date:''' 20 September 2021<br><br />
'''Standalone:''' Yes<br><br />
'''Changelog:'''<br><br />
<pre class="mw-collapsible mw-collapsed"> <br />
Version 0.14.7<br />
-----------------------------------------<br />
--------- KNOWN ISSUES - 0.14.7 ---------<br />
-----------------------------------------<br />
<br />
------ GAMEPLAY -------<br />
<br />
- 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! :)<br />
- 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.<br />
- 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.<br />
- When left empty, each BA SRM tube needs to be manually reloaded (can be initiated by using the fire button)<br />
- BA hardmount MG cannot be fired during SRM reload while the SRM are selected<br />
- BA arm remains in position when hardmount MG is expended - weapon switch clears it<br />
- BA hardmount MG triggers "reloading" state on one of the SRM indicators when they are selected<br />
- BA hardmount MG is not yet textured. <br />
- BA hardmount MG lacks a muzzleflash effect. (it was heavily bugged) Tracers still work properly, however. <br />
- Bpod hit detection remains buggy<br />
- In rare cases directly after buying an asset, a mixed weapon group will only fire for one cycle and then stop. Works normally after that.<br />
- BA will show up as both air and surface targets<br />
<br />
---- GAME SYSTEMS -----<br />
<br />
- Crashes can happen. Workarounds are available in the Troubleshooting guide.<br />
- 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.<br />
<br />
------- AUDIO ---------<br />
<br />
- Due to a hack required for new leg sets and animations to create footstep sounds and footstep effects, all mechs will play one footstep sound anytime they come to a complete stop even though they are not moving.<br />
<br />
-------- MAPS ---------<br />
<br />
- TC_Palisades: Both ASF factories will only build one ASF at a time.<br />
- TC_Tukayyid trees may still cause some convergence issues when aiming directly at them. We are working on a permanent solution to this, but the most prominent issue with the trees has been resolved<br />
- TC_Scorched on low settings may cause blinding issues in the water<br />
<br />
-------- HUD ----------<br />
<br />
- Certain HUD elements might overlap other UI elements.<br />
- BA SRM ammo counter does not update until the weapon was selected and the reload on them was triggered once<br />
- There is a hang up in frames when you switch targets when using the tank HUD.<br />
- BA SRM ammo counter states you have one ammo when you spawn, which you do not. This could not be easily fixed as it is a default state problem rather than it reading your actual ammo. Once you switch to the weapon, it will read your actual ammo and update.<br />
<br />
------ CONTROLS -------<br />
<br />
- 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<br />
<br />
-------- VISUAL -------<br />
<br />
- Sometimes solid yellow camo looks like gold on certain assets<br />
<br />
-----------------------------------------<br />
------------- VERSION 0.14.7 ------------<br />
-----------------------------------------<br />
<br />
------ BUG FIXES ------<br />
<br />
- Fix for missing helpers on Demolisher turret in hitbox data.<br />
- Fix for engine penalties on taking damage to back torso not working.<br />
<br />
</pre><br />
<br />
===0.14.6===<br />
'''Release date:''' 18 September 2021<br><br />
'''Standalone:''' Yes<br><br />
'''Changelog:'''<br><br />
<pre class="mw-collapsible mw-collapsed"><br />
Version 0.14.6<br />
-----------------------------------------<br />
--------- KNOWN ISSUES - 0.14.6 ---------<br />
-----------------------------------------<br />
<br />
------ GAMEPLAY -------<br />
<br />
- 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! :)<br />
- 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.<br />
- 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.<br />
- When left empty, each BA SRM tube needs to be manually reloaded (can be initiated by using the fire button)<br />
- BA hardmount MG cannot be fired during SRM reload while the SRM are selected<br />
- BA arm remains in position when hardmount MG is expended - weapon switch clears it<br />
- BA hardmount MG triggers "reloading" state on one of the SRM indicators when they are selected<br />
- BA hardmount MG is not yet textured. <br />
- BA hardmount MG lacks a muzzleflash effect. (it was heavily bugged) Tracers still work properly, however. <br />
- Bpod hit detection remains buggy<br />
- In rare cases directly after buying an asset, a mixed weapon group will only fire for one cycle and then stop. Works normally after that.<br />
- BA will show up as both air and surface targets<br />
<br />
---- GAME SYSTEMS -----<br />
<br />
- Crashes can happen. Workarounds are available in the Troubleshooting guide.<br />
- 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.<br />
<br />
------- AUDIO ---------<br />
<br />
- Due to a hack required for new leg sets and animations to create footstep sounds and footstep effects, all mechs will play one footstep sound anytime they come to a complete stop even though they are not moving.<br />
<br />
-------- MAPS ---------<br />
<br />
- TC_Palisades: Both ASF factories will only build one ASF at a time.<br />
- TC_Tukayyid trees may still cause some convergence issues when aiming directly at them. We are working on a permanent solution to this, but the most prominent issue with the trees has been resolved<br />
- TC_Scorched on low settings may cause blinding issues in the water<br />
<br />
-------- HUD ----------<br />
<br />
- Certain HUD elements might overlap other UI elements.<br />
- BA SRM ammo counter does not update until the weapon was selected and the reload on them was triggered once<br />
- There is a hang up in frames when you switch targets when using the tank HUD.<br />
- BA SRM ammo counter states you have one ammo when you spawn, which you do not. This could not be easily fixed as it is a default state problem rather than it reading your actual ammo. Once you switch to the weapon, it will read your actual ammo and update.<br />
<br />
------ CONTROLS -------<br />
<br />
- 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<br />
<br />
-------- VISUAL -------<br />
<br />
- Sometimes solid yellow camo looks like gold on certain assets<br />
<br />
-----------------------------------------<br />
------------- VERSION 0.14.6 ------------<br />
-----------------------------------------<br />
<br />
------ BUG FIXES ------<br />
<br />
- Fix for radar distance data on targets being stuck at 1455m. <br />
<br />
</pre><br />
<br />
===0.14.5===<br />
'''Release date:''' 18 September 2021<br><br />
'''Standalone:''' Yes<br><br />
'''Changelog:'''<br><br />
<pre class="mw-collapsible mw-collapsed"> <br />
Version 0.14.5<br />
-----------------------------------------<br />
--------- KNOWN ISSUES - 0.14.5 ---------<br />
-----------------------------------------<br />
<br />
------ GAMEPLAY -------<br />
<br />
- 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! :)<br />
- 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.<br />
- 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.<br />
- When left empty, each BA SRM tube needs to be manually reloaded (can be initiated by using the fire button)<br />
- BA hardmount MG cannot be fired during SRM reload while the SRM are selected<br />
- BA arm remains in position when hardmount MG is expended - weapon switch clears it<br />
- BA hardmount MG triggers "reloading" state on one of the SRM indicators when they are selected<br />
- BA hardmount MG is not yet textured. <br />
- BA hardmount MG lacks a muzzleflash effect. (it was heavily bugged) Tracers still work properly, however. <br />
- Bpod hit detection remains buggy<br />
- In rare cases directly after buying an asset, a mixed weapon group will only fire for one cycle and then stop. Works normally after that.<br />
- BA will show up as both air and surface targets<br />
<br />
---- GAME SYSTEMS -----<br />
<br />
- Crashes can happen. Workarounds are available in the Troubleshooting guide.<br />
- 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.<br />
<br />
------- AUDIO ---------<br />
<br />
- Due to a hack required for new leg sets and animations to create footstep sounds and footstep effects, all mechs will play one footstep sound anytime they come to a complete stop even though they are not moving.<br />
<br />
-------- MAPS ---------<br />
<br />
- TC_Palisades: Both ASF factories will only build one ASF at a time.<br />
- TC_Tukayyid trees may still cause some convergence issues when aiming directly at them. We are working on a permanent solution to this, but the most prominent issue with the trees has been resolved<br />
- TC_Scorched on low settings may cause blinding issues in the water<br />
<br />
-------- HUD ----------<br />
<br />
- Certain HUD elements might overlap other UI elements.<br />
- BA SRM ammo counter does not update until the weapon was selected and the reload on them was triggered once<br />
- There is a hang up in frames when you switch targets when using the tank HUD.<br />
- BA SRM ammo counter states you have one ammo when you spawn, which you do not. This could not be easily fixed as it is a default state problem rather than it reading your actual ammo. Once you switch to the weapon, it will read your actual ammo and update.<br />
<br />
------ CONTROLS -------<br />
<br />
- 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<br />
<br />
-------- VISUAL -------<br />
<br />
- Sometimes solid yellow camo looks like gold on certain assets<br />
<br />
-----------------------------------------<br />
------------- VERSION 0.14.5 ------------<br />
-----------------------------------------<br />
<br />
------ BUG FIXES ------<br />
<br />
- Fixed max throttle penalty for overheating not actually working, now you will be capped to 75% of your max possible speed for the duration of the overheat time.<br />
- Fixed missing DHS on hawkmoth C.<br />
- Returned serverdelete flag to sniper artillery shells to prevent screaming skull shells sitting on the ground making a ruckus.<br />
<br />
------- GAMEPLAY ----------<br />
- Removed free ammo on BA SRM on spawn so they now start out empty. Note the HUD will lie to you and say you have some ammo until you switch to the weapon to update, This could not be easily fixed as it is a default state problem rather than it reading your actual ammo.)<br />
- Reduced flamer heat per shot (for user) to 5 from 6.<br />
<br />
- Locking Longtom camera min/max pitch with cannon. <br />
Note: this is to test a theory that ghost LT shells are resulting from desync on the longtom cannon's pitch across clients, camera and turret min/max pitch constraints not being identical has been known to cause desync before (see Oro prolonged erection syndrome) <br />
since artillery shells use the "donotfollowcrosshair" flag to force the clients to agree on where the weapon is being fired from, the shell will spawn at whatever pitch the client shows, which would result in different trajectories across clients with only the LT user's perspective being the damaging one.<br />
This is a net negative for LT drivers QoL wise and will be reverted if it does not fix the issue.<br />
<br />
- Harasser<br />
- Reworked massbox size and center of gravity to hopefully provide a more stable ride. <br />
<br />
- Demolisher <br />
- Moved camera over to the side of the barrels rather than between them.<br />
<br />
- Mars<br />
- Speed up Mars turret rotation rate. <br />
- Decreased turret rotation penatly when critically damaged.<br />
- Moved armor from the turret to the front.<br />
<br />
- Variant tweaks or changes<br />
- Demo F, Ares Prime, Hawkmoth B/E, Thanatos F, Mars C/B, Behemoth Prime<br />
------- AUDIO ---------<br />
<br />
- Reworked Betty pitch and tone so that she is more understandable in louder firefights.<br />
<br />
-------- HUD ----------<br />
<br />
- Removed distance indicators from the objective icons to prevent easy longtom zeroing, this was a feature never accounted for or intended.<br />
<br />
-------- MAPS ---------<br />
<br />
- TC_Wildlands<br />
- Added repair bays to the forward factories.<br />
<br />
- TC_Thunderrift <br />
- Small QoL update. (Could be anything!)<br />
</pre><br />
<br />
===0.14.4===<br />
'''Release date:''' 2 August 2021<br><br />
'''Standalone:''' Yes<br><br />
'''Changelog:'''<br><br />
<pre class="mw-collapsible mw-collapsed"> <br />
Version 0.14.4<br />
-----------------------------------------<br />
--------- KNOWN ISSUES - 0.14.4 ---------<br />
-----------------------------------------<br />
<br />
------ GAMEPLAY -------<br />
<br />
- 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! :)<br />
- 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.<br />
- 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.<br />
- When left empty, each BA SRM tube needs to be manually reloaded (can be initiated by using the fire button)<br />
- BA hardmount MG cannot be fired during SRM reload while the SRM are selected<br />
- BA arm remains in position when hardmount MG is expended - weapon switch clears it<br />
- BA hardmount MG triggers "reloading" state on one of the SRM indicators when they are selected<br />
- BA hardmount MG is not yet textured. <br />
- BA hardmount MG lacks a muzzleflash effect. (it was heavily bugged) Tracers still work properly, however. <br />
- Bpod hit detection remains buggy<br />
- In rare cases directly after buying an asset, a mixed weapon group will only fire for one cycle and then stop. Works normally after that.<br />
- BA will show up as both air and surface targets<br />
<br />
---- GAME SYSTEMS -----<br />
<br />
- Crashes can happen. Workarounds are available in the Troubleshooting guide.<br />
- 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.<br />
<br />
------- AUDIO ---------<br />
<br />
- Due to a hack required for new leg sets and animations to create footstep sounds and footstep effects, all mechs will play one footstep sound anytime they come to a complete stop even though they are not moving.<br />
<br />
-------- MAPS ---------<br />
<br />
- TC_Palisades: Both ASF factories will only build one ASF at a time.<br />
- TC_Tukayyid trees may still cause some convergence issues when aiming directly at them. We are working on a permanent solution to this, but the most prominent issue with the trees has been resolved<br />
- TC_Scorched on low settings may cause blinding issues in the water<br />
<br />
-------- HUD ----------<br />
<br />
- Certain HUD elements might overlap other UI elements.<br />
- BA SRM ammo counter does not update until the weapon was selected and the reload on them was triggered once<br />
- There is a hang up in frames when you switch targets when using the tank HUD.<br />
<br />
------ CONTROLS -------<br />
<br />
- 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<br />
<br />
-------- VISUAL -------<br />
<br />
- Sometimes solid yellow camo looks like gold on certain assets<br />
<br />
-----------------------------------------<br />
------------- VERSION 0.14.4 ------------<br />
-----------------------------------------<br />
<br />
------ BUG FIXES ------<br />
<br />
- Fix for ambient heat changes on maps not updating to vehicles properly. <br />
- Fix for some damage modifiers being applied to mech "cockpits" but not mech "heads" which was resulting in some large splash weapons destroying mech cockpits faster than intended.<br />
- Removed Bpod from Daishi G to avoid spooky bug involving a memory leak when the mech HUD contained more than 14 weapons.<br />
<br />
------- GAMEPLAY ----------<br />
<br />
- Increased build time on all ASF to 45 seconds from 10 seconds.<br />
- Increased flame damage modifier for all ground vehicles to 0.025 from 0.01<br />
<br />
- Variant tweaks/changes for:<br />
Huit E - Atlas E - Goblin B,E - Harasser F,C - Regulator A - Sunder Prime<br />
<br />
- Thanatos<br />
- Increased Ticket cost to 11 from 10<br />
- Thor<br />
- Increased Ticket cost to 11 from 10<br />
- Partisan<br />
- Increased Ticket cost to 6 from 5<br />
- Sunder<br />
- Decreased Base Chassis cost by 1.5k <br />
<br />
-------- MAPS ---------<br />
<br />
- TC_Kagoshima<br />
- Moved the Karnov from the mid point<br />
- Added ammunition buy zones to side caps<br />
- Added fog to the lower part of the river valley<br />
- Made some holes to railings on D3 base<br />
</pre><br />
<br />
===0.14.3===<br />
'''Release date:''' 22 June 2021<br><br />
'''Standalone:''' Yes<br><br />
'''Changelog:'''<br><br />
<pre class="mw-collapsible mw-collapsed"> <br />
Version 0.14.3<br />
-----------------------------------------<br />
--------- KNOWN ISSUES - 0.14.3 ---------<br />
-----------------------------------------<br />
<br />
------ GAMEPLAY -------<br />
<br />
- 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! :)<br />
- 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.<br />
- 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.<br />
- When left empty, each BA SRM tube needs to be manually reloaded (can be initiated by using the fire button)<br />
- BA hardmount MG cannot be fired during SRM reload while the SRM are selected<br />
- BA arm remains in position when hardmount MG is expended - weapon switch clears it<br />
- BA hardmount MG triggers "reloading" state on one of the SRM indicators when they are selected<br />
- BA hardmount MG is not yet textured. <br />
- BA hardmount MG lacks a muzzleflash effect. (it was heavily bugged) Tracers still work properly, however. <br />
- Bpod hit detection remains buggy<br />
- In rare cases directly after buying an asset, a mixed weapon group will only fire for one cycle and then stop. Works normally after that.<br />
- BA will show up as both air and surface targets<br />
<br />
---- GAME SYSTEMS -----<br />
<br />
- Crashes can happen. Workarounds are available in the Troubleshooting guide.<br />
- 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.<br />
<br />
------- AUDIO ---------<br />
<br />
- Due to a hack required for new leg sets and animations to create footstep sounds and footstep effects, all mechs will play one footstep sound anytime they come to a complete stop even though they are not moving.<br />
<br />
-------- MAPS ---------<br />
<br />
- TC_Palisades: Both ASF factories will only build one ASF at a time.<br />
- TC_Tukayyid trees may still cause some convergence issues when aiming directly at them. We are working on a permanent solution to this, but the most prominent issue with the trees has been resolved<br />
- TC_Scorched on low settings may cause blinding issues in the water<br />
<br />
-------- HUD ----------<br />
<br />
- Certain HUD elements might overlap other UI elements.<br />
- BA SRM ammo counter does not update until the weapon was selected and the reload on them was triggered once<br />
- There is a hang up in frames when you switch targets when using the tank HUD.<br />
<br />
------ CONTROLS -------<br />
<br />
- 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<br />
<br />
-------- VISUAL -------<br />
<br />
- Sometimes solid yellow camo looks like gold on certain assets<br />
<br />
-----------------------------------------<br />
------------- VERSION 0.14.3 ------------<br />
-----------------------------------------<br />
<br />
------ BUG FIXES ------<br />
<br />
- Fix for hitsound indicators going wild and appearing on weapons they were not meant for while disappearing on those they were.<br />
<br />
------- GAMEPLAY ----------<br />
<br />
- Decreased minimum arming range on ATM-STD ammo slightly so that it more often hits at stated min range.<br />
- Slight increase for AC10 bullet lifetime, increasing its max range. Lowered damage drop off per meter to 1 from 1.5. <br />
- Increased max range on Small X Pulse Laser to 350 from 300. <br />
<br />
- Variant tweaks for:<br />
Regulator C - Argus C - Mars A - Huit E - Kodiak B and D. <br />
</pre><br />
<br />
===0.14.2===<br />
'''Release date:''' 7 June 2021<br><br />
'''Standalone:''' Yes<br><br />
'''Changelog:'''<br><br />
<pre class="mw-collapsible mw-collapsed"> <br />
Version 0.14.2<br />
-----------------------------------------<br />
--------- KNOWN ISSUES - 0.14.2 ---------<br />
-----------------------------------------<br />
<br />
------ GAMEPLAY -------<br />
<br />
- 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! :)<br />
- 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.<br />
- Air LBX does not collide with mechlegs<br />
- 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.<br />
- When left empty, each BA SRM tube needs to be manually reloaded (can be initiated by using the fire button)<br />
- BA hardmount MG cannot be fired during SRM reload while the SRM are selected<br />
- BA arm remains in position when hardmount MG is expended - weapon switch clears it<br />
- BA hardmount MG triggers "reloading" state on one of the SRM indicators when they are selected<br />
- BA hardmount MG is not yet textured. <br />
- BA hardmount MG lacks a muzzleflash effect. (it was heavily bugged) Tracers still work properly, however. <br />
- Bpod hit detection remains buggy<br />
- In rare cases directly after buying an asset, a mixed weapon group will only fire for one cycle and then stop. Works normally after that.<br />
- BA will show up as both air and surface targets<br />
<br />
---- GAME SYSTEMS -----<br />
<br />
- Crashes can happen. Workarounds are available in the Troubleshooting guide.<br />
- 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.<br />
<br />
------- AUDIO ---------<br />
<br />
- Due to a hack required for new leg sets and animations to create footstep sounds and footstep effects, all mechs will play one footstep sound anytime they come to a complete stop even though they are not moving.<br />
<br />
-------- MAPS ---------<br />
<br />
- TC_Palisades: Both ASF factories will only build one ASF at a time.<br />
- TC_Tukayyid trees may still cause some convergence issues when aiming directly at them. We are working on a permanent solution to this, but the most prominent issue with the trees has been resolved<br />
- TC_Scorched on low settings may cause blinding issues in the water<br />
<br />
-------- HUD ----------<br />
<br />
- Certain HUD elements might overlap other UI elements.<br />
- BA SRM ammo counter does not update until the weapon was selected and the reload on them was triggered once<br />
- There is a hang up in frames when you switch targets when using the tank HUD.<br />
<br />
------ CONTROLS -------<br />
<br />
- 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<br />
<br />
-------- VISUAL -------<br />
<br />
- Sometimes solid yellow camo looks like gold on certain assets<br />
<br />
-----------------------------------------<br />
------------- VERSION 0.14.2 ------------<br />
-----------------------------------------<br />
<br />
------ BUG FIXES ------<br />
<br />
- Recovered unique solid red camo for Uziel<br />
- Schreck and Shoden added to material effects<br />
- TC capture UI no longer only shows 6 bases on a map, up to 8 now possible<br />
- Added kinetic air and energy air modifiers to masterlist so that they should now properly interact with BA and mechlegs.<br />
- Cleaned up mechlists.lua tables to perhaps help fix the new somehwat rare nulltable bug causing servers to disallow buying any vehicle after switching maps.<br />
- Fix for missing helper assignments on some blacklanner hitboxes which were causing some weapons to not be properly destroyed when the component was destroyed.<br />
- Heatsinks are properly accounted for during repairs.<br />
<br />
------- GAMEPLAY ----------<br />
<br />
- Maximum cbill transfer amount set to 5k from 10k.<br />
- Added server cvar (sv_cbill_trade_lock_time) [default= 10 minutes] to forbid cbill sharing for a set amount of time from round start to coincide with other ramp-up mechanics.<br />
- Added new "Suspension Kick" system to all tanks and hovercraft;<br />
- Default bound to weapon group 6, upon press the system will "kick" the tank back away from the direction you're facing with the turret. It can be used every 5 seconds.<br />
Hovercraft and the Mithras have a less powerful kick for self-righting purpopses on a 10 second cooldown.<br />
(note: due to limitations the LT and rommel A will require you to deploy before using it probably not making it very useful for them)<br />
- New hit type for Arrows and LaserGuidedBombs will destroy narc beacons on contact from overkill.<br />
- Made Vtol wings fully repairable, no longer phyiscally drop their weapons when destroyed.<br />
<br />
- Clan LRM changes<br />
-Reduced offset factor (spread) to 2.2 from 2.5<br />
-Increased turn speed to 65 from 60<br />
-Increased max speed to 185 from 175<br />
-Reduced laziness to 15 from 20<br />
-Reduced min range to 10m from 20m.<br />
- Increased fire rate of burst on MRM30 and MRM40 to 9 and 8.333 from 8.333 and 7.5.<br />
- Reduced HPPC emp splash to 5m from 6m (not much difference in most situations).<br />
- Increased inner splash area of LPPC to match that of other PPC classes, increased size of hit particle.<br />
- Normalized all splash areas on LT and Sniper shells to 34m inner and 40m outer.<br />
- Increased ammo per ton on Sniper Artillery to 6 from 3.<br />
- Increased LaserGuidedBomb cost per bomb to 3k from 2k.<br />
- Reduced lifetime on fixed BA claw/machinegun to 300m from 600m.<br />
<br />
- Blacklanner<br />
- Reducing turnrate and turn acelleration to better match mechs in its own weight class (it was such an outlier it was out dancing mechs half its weight, much less mechs its own weight).<br />
<br />
- Huit<br />
- Moved Huit B and E out of artillery class for more forward buys.<br />
<br />
- Chevalier <br />
- Reduced base chassis price by 100.<br />
<br />
- Longtom<br />
- Increased ticket cost on death to 11 from 8.<br />
- Replaced BHP with BAP on all variants.<br />
- Corsair/Sulla<br />
- Increased ticket cost on death to 7 from 6.<br />
<br />
- Mars<br />
- Raised chassis up for better wheel clearance, reducing incidents of getting stuck on shallow inclines and bumps.<br />
- Added an additional Pointdefensesystem on the front of the chassis to defend against BA approaching from the front.<br />
<br />
- Schrek<br />
- Raised chassis up for better wheel clearance, reducing incidents of getting stuck on shallow inclines and bumps.<br />
<br />
- Shoden<br />
- Raised chassis up for better wheel clearance, reducing incidents of getting stuck on shallow inclines and bumps.<br />
<br />
- Locust IIC<br />
- Increased tier to 4 from 3.<br />
<br />
-------- VISUAL --------<br />
<br />
- Longtom<br />
- Replaced longtom shell particle with something easier to see and track (may help with ghost shells, not sure yet)<br />
<br />
- Shoden<br />
- Removed camo paint from wheels to prevent hypnowheel effects.<br />
<br />
-------- AUDIO --------<br />
<br />
-Whiz sound added to laser-guided bombs.<br />
<br />
---------- UI ---------<br />
<br />
- Added new precise heatsinks health bar indicator.<br />
- New indicator for auto-shutdown status on ground assets.<br />
- TC capture UI adjusted to accomodate HUD changes.<br />
- Reworked weapon group indicators:<br />
Green outer ring: dark colored = less than all weapons ready, light colored = all weapons are ready, off = no weapons ready<br />
Blue inner ring: dark colored = less than all weapons in range, light colored = all weapons in range, off = no weapons in range,<br />
special state red = below min range on some or all weapons, special state yellow = damage drop off on some or all weapons<br />
see https://www.youtube.com/watch?v=RouNhxjunC0 for a detailed explanation.<br />
<br />
------ CONTROLS -------<br />
<br />
- After an auto-shutdown a power up can now be queued as soon as the message "cooling down" is displayed.<br />
<br />
----- SYSTEMS -------<br />
<br />
- Added server-side player chat mute function. <br />
- Added server-side cbill trade lock with a default of 10 minutes at the beginning of a game.<br />
</pre> <br />
===0.14.1===<br />
'''Release date:''' 9 April 2021<br><br />
'''Standalone:''' Yes<br><br />
'''Changelog:'''<br><br />
<pre class="mw-collapsible mw-collapsed"> <br />
Version 0.14.1<br />
-----------------------------------------<br />
--------- KNOWN ISSUES - 0.14.1 ---------<br />
-----------------------------------------<br />
<br />
------ GAMEPLAY -------<br />
<br />
- 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! :)<br />
- 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.<br />
- Air LBX does not collide with mechlegs<br />
- 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.<br />
- When left empty, each BA SRM tube needs to be manually reloaded (can be initiated by using the fire button)<br />
- BA hardmount MG cannot be fired during SRM reload while the SRM are selected<br />
- BA arm remains in position when hardmount MG is expended - weapon switch clears it<br />
- BA hardmount MG triggers "reloading" state on one of the SRM indicators when they are selected<br />
- BA hardmount MG is not yet textured. <br />
- BA hardmount MG lacks a muzzleflash effect. (it was heavily bugged) Tracers still work properly, however. <br />
- Bpod hit detection remains buggy<br />
- In rare cases directly after buying an asset, a mixed weapon group will only fire for one cycle and then stop. Works normally after that.<br />
- BA will show up as both air and surface targets<br />
<br />
---- GAME SYSTEMS -----<br />
<br />
- Crashes can happen. Workarounds are available in the Troubleshooting guide.<br />
- 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.<br />
<br />
------- AUDIO ---------<br />
<br />
- Due to a hack required for new leg sets and animations to create footstep sounds and footstep effects, all mechs will play one footstep sound anytime they come to a complete stop even though they are not moving.<br />
<br />
-------- MAPS ---------<br />
<br />
- TC_Palisades: Both ASF factories will only build one ASF at a time.<br />
- TC_Tukayyid trees may still cause some convergence issues when aiming directly at them. We are working on a permanent solution to this, but the most prominent issue with the trees has been resolved<br />
- TC_Scorched on low settings may cause blinding issues in the water<br />
<br />
-------- HUD ----------<br />
<br />
- Certain HUD elements might overlap other UI elements.<br />
- BA SRM ammo counter does not update until the weapon was selected and the reload on them was triggered once<br />
- There is a hang up in frames when you switch targets when using the tank HUD.<br />
<br />
------ CONTROLS -------<br />
<br />
- 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<br />
<br />
-----------------------------------------<br />
------------- VERSION 0.14.1 ------------<br />
-----------------------------------------<br />
<br />
------ BUG FIXES ------<br />
<br />
- Fix for Blacklanner missing a barrel helper on the right arm causing the barrel to be missing on some variants and the hitbox for the right arm bugging out onto the entire chassis on all variants.<br />
<br />
------ VISUAL -------<br />
<br />
- Halved the size of light AC muzzle flash effects so it is less blinding on some vehicles.<br />
- Removed first person spent shell effects from all weapons.<br />
<br />
------- AUDIO ---------<br />
<br />
- Distancing first person weapons sound events from impacts further because it seems that firing sounds still get stolen by impacts although they should not<br />
<br />
-------- MAPS ---------<br />
<br />
- TC_Enkeladus<br />
<br />
- Disabled aurora effects in the sky to test if it helps with client crashes.<br />
<br />
------ CONTROLS -------<br />
<br />
- Removed shared key binds of legacy and new targeting functions in the default actionmaps, this caused unintended behavior as the two functions conflicted.<br />
The idea was to allow players to choose the legacy controls via an opt out while preserving old custom keybinds. Unfortunately it did not work out as intended.<br />
New Default binds are as follows: <br />
- E key uses new target nearest/next ground function<br />
- T key uses original cycle all targets function<br />
- G uses new target nearest next air function<br />
- All friendly functions remain legacy <br />
Anyone who chooses to retain their old bindings manually, please remember to clear any leftover conflicts in they keybinds for targeting.<br />
<br />
Description how the next / nearest controls work:<br />
- press once = target nearest enemy<br />
- keep pressing after that = cycling through target list (next nearest -> furthest away)<br />
- after the time window for the next press (1.5 seconds) has expired the first press will target the nearest enemy again<br />
<br />
- Removed obsolete presets in actionmapper. <br />
</pre><br />
<br />
===0.14.0===<br />
'''Release date:''' 3 April 2021<br><br />
'''Standalone:''' Yes<br><br />
'''Changelog:'''<br><br />
<pre class="mw-collapsible mw-collapsed"> <br />
Version 0.14.0<br />
-----------------------------------------<br />
--------- KNOWN ISSUES - 0.14.0 ---------<br />
-----------------------------------------<br />
<br />
------ GAMEPLAY -------<br />
<br />
- 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! :)<br />
- 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.<br />
- Air LBX does not collide with mechlegs<br />
- 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.<br />
- When left empty, each BA SRM tube needs to be manually reloaded (can be initiated by using the fire button)<br />
- BA hardmount MG cannot be fired during SRM reload while the SRM are selected<br />
- BA arm remains in position when hardmount MG is expended - weapon switch clears it<br />
- BA hardmount MG triggers "reloading" state on one of the SRM indicators when they are selected<br />
- BA hardmount MG is not yet textured. <br />
- BA hardmount MG lacks a muzzleflash effect. (it was heavily bugged) Tracers still work properly, however. <br />
- Bpod hit detection remains buggy<br />
- In rare cases directly after buying an asset, a mixed weapon group will only fire for one cycle and then stop. Works normally after that.<br />
- BA will show up as both air and surface targets<br />
<br />
---- GAME SYSTEMS -----<br />
<br />
- Crashes can happen. Workarounds are available in the Troubleshooting guide.<br />
- 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.<br />
<br />
------- AUDIO ---------<br />
<br />
- Due to a hack required for new leg sets and animations to create footstep sounds and footstep effects, all mechs will play one footstep sound anytime they come to a complete stop even though they are not moving.<br />
<br />
-------- MAPS ---------<br />
<br />
- TC_Palisades: Both ASF factories will only build one ASF at a time.<br />
- TC_Tukayyid trees may still cause some convergence issues when aiming directly at them. We are working on a permanent solution to this, but the most prominent issue with the trees has been resolved<br />
- TC_Scorched on low settings may cause blinding issues in the water<br />
<br />
-------- HUD ----------<br />
<br />
- Certain HUD elements might overlap other UI elements.<br />
- BA SRM ammo counter does not update until the weapon was selected and the reload on them was triggered once<br />
- There is a hang up in frames when you switch targets when using the tank HUD.<br />
<br />
------ CONTROLS -------<br />
<br />
- 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<br />
<br />
-----------------------------------------<br />
------------- VERSION 0.14.0 ------------<br />
-----------------------------------------<br />
<br />
------ BUG FIXES ------<br />
<br />
- Disabled TAG homing for AirSRMs<br />
- Reverting serverdelete and changing codebase for LT shells back to rocket code to try and prevent stealth LT shells.<br />
- Removed crazy turn penalty from chevalier turret destruction.<br />
<br />
------ GAME SYSTEMS -------<br />
<br />
- Added Compact Fusion Engine; side torso modifier x0.66, back torso modifier x1.0, less speed loss from engine damage.<br />
- Reduced detection range on Colliope base turrets to 500m for all vehicle types.<br />
- Reduced lockdown time when autoshutdown to 2 seconds from 8 seconds; increased heat damage protection by 2%.<br />
<br />
------- GAMEPLAY ----------<br />
<br />
- New Assets<br />
- New Clan Heavy Wheeled Tank Shoden (70t); ticket cost 8; tier 11.<br />
- New InnerSphere Assault Tank Schrek (80t); ticket cost 8; tier 10.<br />
- New Archangel InnerSphere Assault Mech (100t); ticket cost 15; tier 15.<br />
<br />
- Weapons<br />
- Added air versions of all classes of Large Lasers; identical in mechanics to ground versions but have air-energy damage type for better modifiers against other aircraft.<br />
- Reduced cost of CERPPC by 500 cbills.<br />
- Switched out hittypes on PDS to increase performance against BA.<br />
- Decreased damage on hawkeye(mgun turret) to 4 from 5.<br />
- Added in some cruise altitude for ERATMs to help avoid hitting ground objects when travelling long distances.<br />
- Increased speed of Sniper Artillery Shells to 144 from 120; this increased their max range to 700m from 500m.<br />
- Reduced heat per shot of Small-X-Pulse-Laser to 1.6 from 1.94<br />
- MRM20 now 7 tons in buildrules from 8.<br />
- Charge up time removed from single Air-Gauss carriers. Dual Air-Gauss retain chargetime, as do all forms of Heavy Air-Gauss.<br />
- MG AMS now only shoots down hostile projectiles and causes signifigantly less damage to playable assets<br />
<br />
- Commando<br />
- Moved some armor to arms from side torsos.<br />
<br />
- Visigoth<br />
- Moved some armor to tail.<br />
<br />
- Catapult<br />
- Corrected missing armor on side torsos which was supposed to be taken from arms.<br />
- Decreased size and moved location of head hitbox.<br />
<br />
- Sunder<br />
- Moved armor towards center. <br />
<br />
- Mars<br />
- Added rear PDS for back defense like the Behemoth has.<br />
- Changed a couple wheels to "driving" to help getting stuck on small inclines.<br />
<br />
- Anubis<br />
- Increased torso yaw limit to 120 from 110.<br />
<br />
- Partisan<br />
- Decreased turret yaw speed to 200 from 211.<br />
<br />
------ VISUAL -------<br />
<br />
- Hellhound <br />
- tweaked shader on standard gunmetal for better specular sheen; increased contrast on diffuse.<br />
<br />
- Sunder<br />
- tweaked textures so that back torso details show up normally, tweaked shader to ease up on sheen.<br />
<br />
- Blacklanner <br />
- Added cockpit art.<br />
<br />
- Rommel , Marauder, Mithras, Locust<br />
- tweaked shader on standard gunmetal for better specular sheen.<br />
<br />
-Solitaire <br />
- tweaked shader on standard gunmetal for better specular sheen.<br />
- tweaked shaders to better match anubis torso.<br />
<br />
- Anubis<br />
- tweaked shader on standard gunmetal for better specular sheen.<br />
- tweaked shaders to better match solitaire legs.<br />
<br />
- Vulture<br />
- tweaked shader on standard gunmetal for better specular sheen.<br />
- tweaked texture to better match madcat legs.<br />
<br />
- Catapult<br />
- Added textures to arm holder parts. Added texture and plugged holes in gyroyaw.<br />
- Resized torso; -6% on x-axis; +6% on y-axis. Retooled hitboxes. <br />
- Added cockpit art.<br />
<br />
- Broadsword dropship<br />
- Added new more detailed textures<br />
<br />
<br />
------- AUDIO ---------<br />
<br />
- Priority changes so that the sounds of slow firing weapons never get overshadowed by fast firing ones<br />
<br />
- Attenuation changes to PPCs to give them more "bite" when heard from medium distance<br />
<br />
<br />
-------- MAPS ---------<br />
<br />
- TC Frostbite<br />
- Reduced the amount of destructables entities (mostly trees) to lessen server memory load <br />
- Changed default ToD to evening/late afternoon <br />
- Changed dynamic light levels to reduce snowblind effect with HDR rendering<br />
- Rearranged some buildings and props on forward factory bases, and added functional queue system on single hangars to prevent most hangar pileups <br />
- Added new MG AMS turrets on both forward factories<br />
<br />
- TC Marshes<br />
- Changed the whole base layout for better game flow<br />
- Added VTOL factories for both sides<br />
- Lowered the water level to make tank driving less frustrating<br />
- Added possibility of buying and upkeeping Aeros on mid base<br />
<br />
- TC Kagoshima<br />
- Added Middle cap point<br />
- Moved far corner capture points closer to center<br />
- Rearranged some buildings and props on forward factory bases<br />
- Added new MG AMS turrets on both forward factories<br />
- Added more functional spawn points to clan side forward factory to fix the issue of not being able to spawn in there sometimes<br />
<br />
- TC Scorched<br />
- Removed the various small arms from Aurora dropship<br />
- Added spawn helpers to the dropship factories to make assets spawn closer to ground and prevent vehicles flipping over<br />
- Minor turret rework for the dropship bases<br />
- Removed the terrain spike from the IS fortress runway<br />
<br />
- TC Ivory Tower<br />
- Added new pathway towards middle from IS side forward factory<br />
- Added new tunnel shortcut near mid cap<br />
<br />
- TC Wildlands<br />
- Fixed the E6 forward factory asset spawn issue<br />
<br />
- TC_Enkeladus<br />
- Thickened ice sheets to prevent jumpjeting exploiting<br />
- Reworked iceshets to be more tank friendly<br />
- Reworked baselayout/capweights/logistics to condense play area<br />
<br />
------ CONTROLS -------<br />
<br />
- Complete set of new targeting controls:<br />
<br />
- Target nearest / next enemy surface<br />
- Target nearest / next enemy air<br />
- Target previous enemy surface<br />
- Target previous enemy air<br />
- Target nearest / next friendly surface<br />
- Target nearest / next friendly air<br />
- Target previous friendly surface<br />
- Target previous friendly air<br />
<br />
These controls are the new default, the old controls have been moved to a new category called "legacy targeting".<br />
The default keys will be added in the action mapper so you will most likely have to fix your bindings there.<br />
If you use air targeting controls and no air target is around, your current ground target will be retained and <br />
you get an error message from Betty and vice versa.<br />
</pre><br />
<br />
===0.13.4===<br />
'''Release date:''' 7 February 2021<br><br />
'''Standalone:''' Yes<br><br />
'''Changelog:'''<br><br />
<pre class="mw-collapsible mw-collapsed"> <br />
Version 0.13.4<br />
-----------------------------------------<br />
--------- KNOWN ISSUES - 0.13.4 ---------<br />
-----------------------------------------<br />
<br />
------ GAMEPLAY -------<br />
<br />
- 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! :)<br />
- 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.<br />
- Air LBX does not collide with mechlegs<br />
- 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.<br />
- When left empty, each BA SRM tube needs to be manually reloaded (can be initiated by using the fire button)<br />
- BA hardmount MG cannot be fired during SRM reload while the SRM are selected<br />
- BA arm remains in position when hardmount MG is expended - weapon switch clears it<br />
- BA hardmount MG triggers "reloading" state on one of the SRM indicators when they are selected<br />
- BA hardmount MG is not yet textured. <br />
- BA hardmount MG lacks a muzzleflash effect. (it was heavily bugged) Tracers still work properly, however. <br />
- Bpod hit detection remains buggy<br />
- In rare cases directly after buying an asset, a mixed weapon group will only fire for one cycle and then stop. Works normally after that.<br />
- Chain fire settings will be saved but not loaded correctly in a newly bought asset<br />
<br />
---- GAME SYSTEMS -----<br />
<br />
- Crashes can happen. Workarounds are available in the Troubleshooting guide.<br />
- 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.<br />
<br />
------- AUDIO ---------<br />
<br />
- Due to a hack required for new leg sets and animations to create footstep sounds and footstep effects, all mechs will play one footstep sound anytime they come to a complete stop even though they are not moving.<br />
<br />
-------- MAPS ---------<br />
<br />
- TC_Palisades: Both ASF factories will only build one ASF at a time.<br />
- TC_Tukayyid trees may still cause some convergence issues when aiming directly at them. We are working on a permanent solution to this, but the most prominent issue with the trees has been resolved<br />
- TC_Scorched on low settings may cause blinding issues in the water<br />
<br />
-------- HUD ----------<br />
<br />
- Certain HUD elements might overlap other UI elements.<br />
- BA SRM ammo counter does not update until the weapon was selected and the reload on them was triggered once<br />
- There is a hang up in frames when you switch targets when using the tank HUD.<br />
<br />
------ CONTROLS -------<br />
<br />
- 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<br />
<br />
-----------------------------------------<br />
------------- VERSION 0.13.4 ------------<br />
-----------------------------------------<br />
<br />
---- GAME SYSTEMS -----<br />
<br />
- Including possible lagfix code into servers. No way to test it but to try it with full actual games, might help, might do nothing, might explode.<br />
- Stealth GECM assets when detected by hostile C3 are no longer shared through the enemy network.<br />
<br />
------- GAMEPLAY ----------<br />
<br />
- Increased StealthGECM detection debuff to -700m from -650m<br />
- Decreased AC10 overheat time from 4 to 2.5; increased damage per shot to 42 from 30.<br />
- Increased outer splash EMP damage on ERPPC to 280 from 230.<br />
- Decreased heat generation on CERPPC from 276 to 265.<br />
- Increased Rate of Fire on Sniper Artillery to 6 from 3.<br />
- Increased damage on all classes of Small Pulse Laser to 27 from 15; Increased modifier vs BA to 1.3 from 0.8.<br />
- Mars<br />
- Moved armor from turret to front.<br />
- Increased netural turn rate and eased up on suspension.<br />
<br />
-------- VISUAL -----------<br />
<br />
- Sunder <br />
- Tweaked standing animation to not be so stiff-knee'd.<br />
<br />
- Hellhound<br />
- Tweaked standing animation to not be so stiff-knee'd.<br />
</pre><br />
===0.13.3===<br />
'''Release date:''' 26 October 2020<br><br />
'''Standalone:''' Yes<br><br />
'''Changelog:'''<br><br />
<pre class="mw-collapsible mw-collapsed"> <br />
Version 0.13.3<br />
-----------------------------------------<br />
--------- KNOWN ISSUES - 0.13.3 ---------<br />
-----------------------------------------<br />
<br />
------ GAMEPLAY -------<br />
<br />
- 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! :)<br />
- 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.<br />
- Air LBX does not collide with mechlegs<br />
- 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.<br />
- When left empty, each BA SRM tube needs to be manually reloaded (can be initiated by using the fire button)<br />
- BA hardmount MG cannot be fired during SRM reload while the SRM are selected<br />
- BA arm remains in position when hardmount MG is expended - weapon switch clears it<br />
- BA hardmount MG triggers "reloading" state on one of the SRM indicators when they are selected<br />
- BA hardmount MG is not yet textured. <br />
- BA hardmount MG lacks a muzzleflash effect. (it was heavily bugged) Tracers still work properly, however. <br />
- Bpod hit detection remains buggy<br />
- In rare cases directly after buying an asset, a mixed weapon group will only fire for one cycle and then stop. Works normally after that.<br />
- Chain fire settings will be saved but not loaded correctly in a newly bought asset<br />
<br />
---- GAME SYSTEMS -----<br />
<br />
- Crashes can happen. Workarounds are available in the Troubleshooting guide.<br />
- 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.<br />
<br />
------- AUDIO ---------<br />
<br />
- Due to a hack required for new leg sets and animations to create footstep sounds and footstep effects, all mechs will play one footstep sound anytime they come to a complete stop even though they are not moving.<br />
<br />
-------- MAPS ---------<br />
<br />
- TC_Palisades: Both ASF factories will only build one ASF at a time.<br />
- TC_Tukayyid trees may still cause some convergence issues when aiming directly at them. We are working on a permanent solution to this, but the most prominent issue with the trees has been resolved<br />
- TC_Scorched on low settings may cause blinding issues in the water<br />
<br />
-------- HUD ----------<br />
<br />
- Certain HUD elements might overlap other UI elements.<br />
- BA SRM ammo counter does not update until the weapon was selected and the reload on them was triggered once<br />
- There is a hang up in frames when you switch targets when using the tank HUD.<br />
<br />
------ CONTROLS -------<br />
<br />
- 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<br />
<br />
-----------------------------------------<br />
------------- VERSION 0.13.3 ------------<br />
-----------------------------------------<br />
<br />
------ BUG FIXES ------<br />
<br />
<br />
- Added Cougar left arm missing lower geometry <br />
- Map reverb processing volume on Gauss chamber sound events accidently set to 200% instead of 0% adjusted<br />
<br />
------- AUDIO ---------<br />
<br />
- Clan and IS win/lose message soundevents map reverb processing removed<br />
</pre><br />
<br />
===0.13.2===<br />
'''Release date:''' 24 October 2020<br><br />
'''Standalone:''' Yes<br><br />
'''Changelog:'''<br><br />
<pre class="mw-collapsible mw-collapsed"> <br />
Version 0.13.2<br />
-----------------------------------------<br />
--------- KNOWN ISSUES - 0.13.2 ---------<br />
-----------------------------------------<br />
<br />
------ GAMEPLAY -------<br />
<br />
- 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! :)<br />
- 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.<br />
- Air LBX does not collide with mechlegs<br />
- 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.<br />
- When left empty, each BA SRM tube needs to be manually reloaded (can be initiated by using the fire button)<br />
- BA hardmount MG cannot be fired during SRM reload while the SRM are selected<br />
- BA arm remains in position when hardmount MG is expended - weapon switch clears it<br />
- BA hardmount MG triggers "reloading" state on one of the SRM indicators when they are selected<br />
- BA hardmount MG is not yet textured. <br />
- BA hardmount MG lacks a muzzleflash effect. (it was heavily bugged) Tracers still work properly, however. <br />
- Bpod hit detection remains buggy<br />
- In rare cases directly after buying an asset, a mixed weapon group will only fire for one cycle and then stop. Works normally after that.<br />
- Chain fire settings will be saved but not loaded correctly in a newly bought asset<br />
<br />
---- GAME SYSTEMS -----<br />
<br />
- Crashes can happen. Workarounds are available in the Troubleshooting guide.<br />
- 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.<br />
<br />
------- AUDIO ---------<br />
<br />
- Due to a hack required for new leg sets and animations to create footstep sounds and footstep effects, all mechs will play one footstep sound anytime they come to a complete stop even though they are not moving.<br />
<br />
-------- MAPS ---------<br />
<br />
- TC_Palisades: Both ASF factories will only build one ASF at a time.<br />
- TC_Tukayyid trees may still cause some convergence issues when aiming directly at them. We are working on a permanent solution to this, but the most prominent issue with the trees has been resolved<br />
- TC_Scorched on low settings may cause blinding issues in the water<br />
<br />
-------- HUD ----------<br />
<br />
- Certain HUD elements might overlap other UI elements.<br />
- BA SRM ammo counter does not update until the weapon was selected and the reload on them was triggered once<br />
- There is a hang up in frames when you switch targets when using the tank HUD.<br />
<br />
------ CONTROLS -------<br />
<br />
- 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<br />
<br />
-----------------------------------------<br />
------------- VERSION 0.13.2 ------------<br />
-----------------------------------------<br />
<br />
------ BUG FIXES ------<br />
<br />
- Donar Prime and A are no longer sensor blind and undetectable<br />
- Small Laser on Owens A is no longer floating<br />
- Fixed floating cougar lower arms after they were destroyed.<br />
----------- UI ------------<br />
<br />
- Crosshair: - Sights in default and friendly stage have dark outline and in locked stage have red outline for better contrast visibility<br />
<br />
- Redrawn lock brackets have been slimmed<br />
- Locking stage is green tinted for higher contrast to locked stage<br />
- Lock text is blinking fast<br />
- Lock brackets in locked stage have red outline for better contrast visibility<br />
<br />
- Autojoin buttons have been removed from the team selection menus<br />
<br />
- Loading screen tips reworked to be more relevant<br />
<br />
-------- MAPS -------------<br />
<br />
(Extended notes also applicable to 0.13.1)<br />
<br />
- TC_Outskirts<br />
<br />
- Added support for TOD server settings.<br />
- Recommended TOD times:<br />
-default (load the map without server TOD setting)<br />
-night: 01:00<br />
-day + weather effects: 17:00<br />
-night + weather effects: 23:00<br />
- note: weather effects synch within 25 secs<br />
<br />
<br />
- TC_Dune<br />
<br />
- Added support for TOD server settings.<br />
- Fix for repair bays wrongly repairing neutral parties. <br />
- Recommended TOD times:<br />
-default (load the map without server TOD setting)<br />
-night: 01:00<br />
-day + weather effects: 17:00<br />
-night + weather effects: 23:00<br />
- note: weather effects synch within 25 secs<br />
<br />
- TC_Oasis<br />
<br />
- Added support for TOD server settings.<br />
- Recommended TOD times:<br />
-default (load the map without server TOD setting)<br />
-night: 01:00<br />
-day + weather effects: 17:00<br />
-night + weather effects: 23:00<br />
- note: weather effects synch within 25 secs<br />
<br />
- TC_Wildlands<br />
<br />
- Added support for TOD server settings.<br />
- Added eastern factory, adjusted base weights and game flow.<br />
- Added secondary hangars to the original forward factories.<br />
- Forward factories can no longer repair.<br />
- Recommended TOD times:<br />
-default (load the map without server TOD setting)<br />
-night: 01:00<br />
-day + weather effects: 17:00<br />
-night + weather effects: 23:00<br />
- note: weather effects synch within 25 secs<br />
<br />
- TC_ValleyForge<br />
<br />
- Strengthened main base defenses.<br />
- Added support for TOD server settings.<br />
- Recommended TOD times:<br />
-default (load the map without server TOD setting)<br />
-night: 01:00<br />
-day + weather effects: 17:00<br />
-night + weather effects: 23:00<br />
- note: weather effects synch within 25 secs<br />
<br />
- TC_Bogs<br />
<br />
- Removed Artillery Class from all factories. <br />
</pre><br />
===0.13.1===<br />
'''Release date:''' 14 October 2020<br><br />
'''Standalone:''' Yes<br><br />
'''Changelog:'''<br><br />
<pre class="mw-collapsible mw-collapsed"> <br />
Version 0.13.1<br />
-----------------------------------------<br />
--------- KNOWN ISSUES - 0.13.1 ---------<br />
-----------------------------------------<br />
<br />
------ GAMEPLAY -------<br />
<br />
- 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! :)<br />
- 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.<br />
- Air LBX does not collide with mechlegs<br />
- 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.<br />
- When left empty, each BA SRM tube needs to be manually reloaded (can be initiated by using the fire button)<br />
- BA hardmount MG cannot be fired during SRM reload while the SRM are selected<br />
- BA arm remains in position when hardmount MG is expended - weapon switch clears it<br />
- BA hardmount MG triggers "reloading" state on one of the SRM indicators when they are selected<br />
- BA hardmount MG is not yet textured. <br />
- BA hardmount MG lacks a muzzleflash effect. (it was heavily bugged) Tracers still work properly, however. <br />
- Bpod hit detection remains buggy<br />
- In rare cases directly after buying an asset, a mixed weapon group will only fire for one cycle and then stop. Works normally after that.<br />
<br />
---- GAME SYSTEMS -----<br />
<br />
- Crashes can happen. Workarounds are available in the Troubleshooting guide.<br />
- 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.<br />
<br />
------- AUDIO ---------<br />
<br />
- Due to a hack required for new leg sets and animations to create footstep sounds and footstep effects, all mechs will play one footstep sound anytime they come to a complete stop even though they are not moving.<br />
<br />
-------- MAPS ---------<br />
<br />
- TC_Palisades: Both ASF factories will only build one ASF at a time.<br />
- TC_Tukayyid trees may still cause some convergence issues when aiming directly at them. We are working on a permanent solution to this, but the most prominent issue with the trees has been resolved<br />
- TC_Scorched on low settings may cause blinding issues in the water<br />
<br />
-------- HUD ----------<br />
<br />
- Certain HUD elements might overlap other UI elements.<br />
- BA SRM ammo counter does not update until the weapon was selected and the reload on them was triggered once<br />
- There is a hang up in frames when you switch targets when using the tank HUD.<br />
<br />
------ CONTROLS -------<br />
<br />
- 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<br />
<br />
-----------------------------------------<br />
------------- VERSION 0.13.1 ------------<br />
-----------------------------------------<br />
<br />
------ BUG FIXES ------<br />
- Fixed saving of weapon groups, a save will now happen 6 seconds after the last interaction with the weapon manager<br />
- Fix for tank pilots getting instagibbed by high speed collisions. This fix is much like the sudden pilot death syndrome fix in that it will work "most" of the time but the tank itself dying can still occasionally happen.<br />
<br />
<br />
------ GAME SYSTEMS -------<br />
<br />
- Removed C3 coverage requirement for detecting enemy narcs. You will now always know if you are narced.<br />
- All mech variants now respect max armor protection limits from CBT. <br />
Armor had to be removed from the following variants as they were violating the rule:<br />
All Cauldronborns except the C<br />
Cougar Prime,D,F<br />
Locust IIC Prime, A, F<br />
Madcat D,E,F,G<br />
All Warhawks.<br />
Puma Prime, D<br />
Shadowcat A, B<br />
Solitaire D<br />
Thor Prime, A, C, D<br />
All Ullers<br />
Vulture E<br />
Avatar F<br />
Awesome Prime, B, C, G<br />
All Commandos<br />
All Marauders<br />
Osiris D, F<br />
Thanatos C, D<br />
<br />
------- GAMEPLAY ----------<br />
<br />
<br />
- Matched LBX2 flight speed to that of other LBX shells.<br />
- C/LRM-5 rate of fire decreased to 14 from 15.<br />
- C/LRM-10 ROF increased to 11 from 10. <br />
- C/LRM-15 ROF increased to 10 from 8.3. <br />
- C/LRM-20 ROF increased to 9 from 7.5. <br />
- Increased cost of C/UAC2 by 100.<br />
- Decreased Air_UAC2 damage to 14 from 15.<br />
- Increased AC10 flight speed to 1400 from 1200; halved gravity. <br />
<br />
-Rework for Calliope turrets:<br />
<br />
- Replaced twin Medium lasers with twin Large Lasers (700m).<br />
- Missiles will now track and do damage (450m range)<br />
- Replaced Mguns with UAC2s (500m range)<br />
- Reduced ASF/VTOL detection to 600m from 700m.<br />
- Increased turn rate to better keep up with moving targets.<br />
<br />
- Updated Eagleeye and Hawkeye turrets with the latest versions of their weapons, improving their kill power.<br />
<br />
- Cougar<br />
- Reduced size of the torso on the X-axis by 10%.<br />
- Reworked armor distribution based off the puma.<br />
- Tweaked armor costs on some variants.<br />
- Reduced ticket cost to 4 from 5; Reduced tier to 5 from 6. <br />
<br />
- Mars<br />
- Mars C now counts as artillery class for factories.<br />
<br />
- Donar<br />
- Reduced base chassis cost by 3k.<br />
- Moved some armor from Tail and Engine to Body.<br />
<br />
- Hawkmoth <br />
- Moved some armor from Tail and Engine to Body.<br />
<br />
- Avar<br />
- Moved some armor from Body, Tail, and Engine to Wings.<br />
<br />
- Corsair<br />
- Moved some armor from Tail and Body to Wings.<br />
----------- UI ------------<br />
<br />
- Improved color coding: Positive information (weapon ready, active tag or narc...) is shown in blue and green, negative information (all alarms, problematic heat increase) is shown in yellow and red <br />
<br />
- Crosshair: - Moved all components closer to the center<br />
- New Crosshair adjacent heat indicator that shows the heat zones of the main indicator as well as a new one: if you fire a single Clan ER-PPC at the border of the yellow zone heat rises to the border<br />
of the red zone immediately, old yellow is shown in orange here<br />
- New lock brackets with canon gold color on lock<br />
- Crosshair turns canon gold color when over enemy target with active sensors<br />
- Sniper artillery gets makeshift crosshair (also on the mobile long toms because of the nature of the current solution)<br />
<br />
- Mech HUD: - Added new NARCed alarm, old friendly tag and narc indicator on the main console removed<br />
<br />
- Tank HUD: - Added breached engine alarm and new NARCed alarm, old friendly tag and narc indicator on the main console removed<br />
<br />
- ASF/VTOL HUD: - Moved all HUD elements closer to the center, resized STALL and PULL UP alarm, moved sea level altitude indicator, added new NARCed alarm, old friendly tag and narc indicator on the main console removed<br />
<br />
- ASF speedometer text now shows true optimal control speed zone in blue:<br />
-blue : 90% to 94% control<br />
-light blue: 95% to 97% control<br />
-white blue: 98% to 100% control<br />
<br />
- Out of bounds message is now more transparent<br />
<br />
<br />
--------- AUDIO -----------<br />
<br />
- Moved most impacts below first person weapon sounds in priority, Betty sounds all on Betty priority, third person looped weapon sounds moved above others because it is weird when they cut out in mid playback<br />
- Volume of general missile and TBolt explosions reduced, PPC firing sounds volume increased, Small X-Pulse firing sound volume reduced<br />
- HUD sounds that remained in mwll_weapons moved to mwll_interface<br />
- Behemoth engine sound pitched a bit lower, more appropriate for 100 ton tank<br />
- Added new NARC alarm klaxon<br />
- Switched AC5 with AC10 sound and wise versa since AC5 is a bigger caliber now<br />
- Missiles spilling from a destroyed launcher now have missile explosion sfx on impact<br />
- Removed map reverb processing from cockpit and asset internal sounds<br />
<br />
-------- VISUAL -----------<br />
<br />
- Switched AC5 and UAC5 impact effects and tracers with AC10 impact effects and tracers and wise versa since AC5 and UAC5 are a bigger caliber now<br />
- Adjusted camo torso materials for the Cougar to better line up with the puma leg materials.<br />
- Cougar torso camos are now matched with their legs<br />
- Recovered Thanatos "tuki" camo<br />
<br />
-------- MAPS -------------<br />
<br />
- TC_Outskirts<br />
<br />
- Added support for TOD server settings.<br />
<br />
- TC_Dune<br />
<br />
- Added support for TOD server settings.<br />
- Fix for repair bays wrongly repairing neutral parties. <br />
<br />
- TC_Oasis<br />
<br />
- Added support for TOD server settings.<br />
<br />
- TC_Wildlands<br />
<br />
- Added support for TOD server settings.<br />
- Added eastern factory, adjusted base weights and game flow.<br />
- Added secondary hangars to the original forward factories.<br />
- Forward factories can no longer repair.<br />
<br />
- TC_ValleyForge<br />
<br />
- Strengthened main base defenses.<br />
- Added support for TOD server settings.<br />
<br />
</pre><br />
<br />
<br />
===0.13.0===<br />
'''Release date:''' 19 September 2020<br><br />
'''Standalone:''' Yes<br><br />
'''Changelog:'''<br><br />
<pre class="mw-collapsible mw-collapsed"> <br />
Version 0.13.0<br />
-----------------------------------------<br />
--------- KNOWN ISSUES - 0.13.0 ---------<br />
-----------------------------------------<br />
<br />
------ GAMEPLAY -------<br />
<br />
- 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! :)<br />
- 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.<br />
- Air LBX does not collide with mechlegs<br />
- 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.<br />
- When left empty, each BA SRM tube needs to be manually reloaded (can be initiated by using the fire button)<br />
- BA hardmount MG cannot be fired during SRM reload while the SRM are selected<br />
- BA arm remains in position when hardmount MG is expended - weapon switch clears it<br />
- BA hardmount MG triggers "reloading" state on one of the SRM indicators when they are selected<br />
- BA hardmount MG is not yet textured. <br />
- BA hardmount MG lacks a muzzleflash effect. (it was heavily bugged) Tracers still work properly, however. <br />
- Bpod hit detection remains buggy<br />
- In rare cases directly after buying an asset, a mixed weapon group will only fire for one cycle and then stop. Works normally after that.<br />
<br />
---- GAME SYSTEMS -----<br />
<br />
- Crashes can happen. Workarounds are available in the Troubleshooting guide.<br />
- 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.<br />
<br />
------- AUDIO ---------<br />
<br />
- Due to a hack required for new leg sets and animations to create footstep sounds and footstep effects, all mechs will play one footstep sound anytime they come to a complete stop even though they are not moving.<br />
<br />
-------- MAPS ---------<br />
<br />
- TC_Palisades: Both ASF factories will only build one ASF at a time.<br />
- TC_Tukayyid trees may still cause some convergence issues when aiming directly at them. We are working on a permanent solution to this, but the most prominent issue with the trees has been resolved<br />
- TC_Scorched on low settings may cause blinding issues in the water<br />
<br />
-------- HUD ----------<br />
<br />
- Certain HUD elements might overlap other UI elements.<br />
- BA SRM ammo counter does not update until the weapon was selected and the reload on them was triggered once<br />
- There is a hang up in frames when you switch targets when using the tank HUD.<br />
<br />
------ CONTROLS -------<br />
<br />
- 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<br />
<br />
-----------------------------------------<br />
------------- VERSION 0.13.0 ------------<br />
-----------------------------------------<br />
<br />
------ BUG FIXES ------<br />
<br />
- Fixed Air-StreakSRMs only reloading half tons after the initial ton was spent.<br />
- Better aligned Air-RAC5 tracers to help prevent ghost tracers.<br />
- Fixes for slight unintended damage variance on some ER lasers compared to their normal counterparts.<br />
- Fix for Base LAMS not correctly destroying artillery shells. <br />
- Fix for reversing troubles on the Oro, Rommel, and Goblin<br />
- Workaround fix for camo schemes not being applyed to the Pods and Barrels on tanks and hovercraft.<br />
- Adjusted damage thresholds on auto turrets to prevent them constantly smoking after taking little damage.<br />
- Fixed long standing issue with Oro cannon becoming severely misaligned. <br />
- Fixed issue with the arrows on the Regulator G not firing from the correct angles.<br />
- Fixed issue with passive on Vtols not granting any additional radar cover, like ASF it was set to -1m, which was intended for ASF. Now properly sets detectability to 500m from 999m.<br />
<br />
------ GAME SYSTEMS -------<br />
<br />
- Added live Time of Day setting system: Server admins now can use new commands to instantly change the Time of Day in the current map:<br />
- sv_timeofdaygetinfo: Get current TOD status of the map.<br />
- sv_timeofdaysettime: Set time of day (0-24).<br />
- Note that not all of the maps properly support the whole day cycle.<br />
<br />
- Update to Weapon Manager<br />
- Rapid fire ballistic weapons and flamers ignore chain fire mode and will keep operating in group mode<br />
- It is no longer possible to remove weapons from a group while firing them<br />
- Fire groups that only contain rapid fire ballistic weapons and flamers can not be set to chain fire.<br />
An error sound will play<br />
- As soon as a weapon other than rapid ballistics and flamers is added to the group chain fire mode is available<br />
- When all other weapons get removed from the group and only rapid ballistics or flamers remain group fire will<br />
be forced (Betty message)<br />
- Rapid ballistic weapons and flamers in a mixed group will be removed while firing. They will be re-added as<br />
soon as firing has stopped.<br />
<br />
- Damage Modifier increases against ASF <br />
- Mgun x2.8 -> x3.0<br />
- Energy-air modifier vs<br />
- Medium ASF x1.6 -> x1.7<br />
- Heavy ASF x1.6 -> x1.8<br />
- Assault ASF x1.6 -> x1.75<br />
<br />
- Engine Damage Rework for Mechs<br />
- Previously, engines would go to 50% power when backtorso hit 80% damaged.<br />
Now, STD engines will go to 85% speed at 80% damage and 75% speed at 100% damage.<br />
XL engines will go to 66% at 80% damage and 50% speed at 100% damage.<br />
<br />
- Adjusted Mass across all the Tanks to create a more logical weight curve for push fights.<br />
<br />
- Reworked all front hit boxes on tanks and hovercraft so that more of the front profile is only covered in front hitbox rather than being split between front and sides.<br />
<br />
- All fusion engine tanks now recieve 1 free HS per 20 tons of weight rounded down, and hovercraft half of this. This change is to better represent the importance of the ten free HS fusion vehicles recieve over ICE vehicles in CBT.<br />
<br />
- Updating front hitbox transfer rates for tanks and hovercraft.<br />
Was incorrectly larger than turret transfer rate and is now lower.<br />
This will greatly slow down the rate at which some vehicles (particularly hovercraft) die to frontal fire.<br />
Turrets still always have more armor however.<br />
<br />
- Increased Staretime(locktime) modifier for stealth GECM to 2.75 from 2.35.<br />
------- GAMEPLAY ----------<br />
<br />
- New Assets<br />
- New Clan Assault tank Mars (100t); Ticket cost 13; tier 14<br />
- New InnerSphere Assault tank Behemoth(100t); Ticket cost 12; tier 13<br />
- Sniper Artillery Cannon; Very short range (500m) high arcing mortar for close range base sieges. Full LT damage and splash, but poor ammo per ton and very slow reload.<br />
- Hyper Velocity AC/5; Very long range (1300m), poor dps overtime but splash and shake with many shells being thrown down range; high spread, good for ranged suppression. <br />
- C3 Master System; Works like normal C3 for the purposes of sharing information, but recieves all friendly c3 globally across the map, ignoring the usual 1000m chain distance requirement. <br />
- AutoFlamer turrets target enemy BA/Mechs/Vechiles to 150m.<br />
- Stablized Thumper variant for the Behemoth; thanks to the large and heavy frame of the Behemoth it is able to fire its thumper piece without the need to deploy, however the fire rate is reduced to snubnose thumper levels.<br />
- New unqiue art for MRM10/20/30 external launchers.<br />
- VtolGECM brings vtol detectability down to 700m from the 999m ASFGECM was granting.<br />
- Weapons<br />
- Reworked AC/10 to fire many smaller caliber shells with decent shake and splash, high up time for maximum suppression.<br />
- Increased ER-ATM damage to 97 from 86.<br />
- Increased Air-UAC/2 damage to 15 from 12.<br />
- Increased HMG damage to 15 from 14; Increased dropoff distance begin to 350m from 250m; Increased bullet lifetime.<br />
- Decreased ROF on Mgun to 800 from 1000; Increased damage to 5 from 4.<br />
- Reduced Snubnose Thumper gravity to standard 9.81; Increased speed to 350 from 300; Increased price to 28k from 27k.<br />
- Increased Flamer distance to 150m from 100m; Doubled projectile speed and better matched it to tracers; better heat transfer but quicker self overheat to prevent lockdown spam.<br />
- Decreased RAC2 price to 6500 from 7000.<br />
- PointDefenseSystem now targets enemy Vtols at 300m and enemy ASF at 450m.<br />
- Decreased ELRM heat to 7.5 from 8.8; Decreased cost of ELRM-15 to 7000 from 7500; Decreased cost of ELRM-20 to 9000 from 10000.<br />
- Increased I-Hgauss cost increased to 27k from 23k.<br />
- Adjusted heat profile of Air-ClanLPL for better usability.<br />
- Adjusted MRM/10 spread to bring it in line with the other launcher sizes.<br />
- Decreased Air_Gauss chargeup time to 0.5 seconds from 1 second; decreased cost to 13.5k from 15k.<br />
- Increased Air_MRM30 cost to 8k from 6k and AirMRM40 to 10k from 8k.<br />
- Avar<br />
- Decreased ticket cost to 3 from 4.<br />
- Moved more armor to the wings.<br />
<br />
- Anubis<br />
- Decreased base chassis price by 2k.<br />
- Decreased Tier to 4 from 5.<br />
<br />
- Sunder<br />
- Build rule change; All JJs are half their usual tonnage; (the same perk as the Thor)<br />
- Increased torso yaw limit to 110 degrees from 96 to match the Thor.<br />
- Decreased base chassis price by 1k.<br />
<br />
- Marauder<br />
- Increased base chassis price by 3k.<br />
<br />
- Goblin<br />
- Increased max speed by 3/kph<br />
<br />
- Thor<br />
- Decreased base chassis price by 1k.<br />
<br />
- Hellhound<br />
- Fix for floating back torso fire.<br />
- Decreased Tier to 6 from 7.<br />
<br />
- Long Tom<br />
- Added defense smoke launchers to the front of the tank to help cover its retreats; as with all smoke particles in cryengine2, can be very finicky about when it wants to render, particularly when zoomed in, but better than nothing.<br />
- Decreased top speed slightly.<br />
- Decreased missile modifier to x0.6 from x0.85, giving it more survivability against bombstrikes, missile fire, and counter artillery. <br />
- Increased internal hull health to properly reflect its 95 ton weight.<br />
- All three variants now have full sensor suites and C3master systems.<br />
- Increased ammo per ton on all variants to 8 from 5.<br />
- Changed damage ratio on inner and outer splash to 50/50 from 66/33. <br />
- Decreased reload time to 10 from 14.<br />
- Adjusted splash radius across the three ammo types for a smoother curve. <br />
- Added two more equipment slots for further LAMS and self defense support.<br />
<br />
- Rommel<br />
- Reworked suspension and turn rates.<br />
<br />
- Oro<br />
- Reworked suspension and turn rates.<br />
<br />
- Awesome<br />
- Base price chassis tweak, tweaked some middling armor prices so that they more correctly line up with the price of increased armor on the top end.<br />
<br />
- Fafnir<br />
- STD fusion engine price decreased bt 6k<br />
<br />
- Donar & Hawkmoth<br />
- Decreased ticket costs to 3 from 4.<br />
<br />
- Rusalka<br />
- Increased ticket cost to 10 from 9<br />
- Increased tier to 10 from 9.<br />
<br />
--------- AUDIO -----------<br />
<br />
- Overall sound effect volume reduced by including altered Crysis environmental and physics sounds<br />
- Improved distance attenuation for all weapons<br />
- Number of instances for impact sfx greatly reduced, should no longer remove the other sound effects in big fights<br />
- Added sound support for new HVAC 5 and Sniper Artillery Cannon<br />
- Changed Thumper impact to make it more recognizable <br />
- More variety for critical explosions<br />
- Firing sounds rebalanced with LUFS meter to be below the volume of asset explosions<br />
- Improvement on dud missile sfx<br />
<br />
-------- VISUAL -----------<br />
<br />
- Explosion chains on mechs are more varied and individual to the mech in question<br />
- Flamer vfx particle count cut by more than half and other optimizations<br />
<br />
-------- MAPS -------------<br />
<br />
- Replaced forward bases on TC_Inferno to prevent them being functionally destroyed by critical explosions.<br />
- Added a center cap zone to TC_ThunderRift. <br />
- Added some missing proxy meshes to some standard base structures used on many maps.<br />
<br />
</pre><br />
<br />
===0.12.2===<br />
'''Release date:''' 11 May 2020<br><br />
'''Standalone:''' Yes<br><br />
'''Changelog:'''<br><br />
<pre class="mw-collapsible mw-collapsed"> <br />
Version 0.12.2<br />
-----------------------------------------<br />
--------- KNOWN ISSUES - 0.12.2 ---------<br />
-----------------------------------------<br />
<br />
------ GAMEPLAY -------<br />
<br />
- 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! :)<br />
- 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.<br />
- The Oro and Rommel cannot turn while reversing. <br />
- Air LBX does not collide with mechlegs<br />
- 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.<br />
- When left empty, each BA SRM tube needs to be manually reloaded (can be initiated by using the fire button)<br />
- BA hardmount MG cannot be fired during SRM reload while the SRM are selected<br />
- BA arm remains in position when hardmount MG is expended - weapon switch clears it<br />
- BA hardmount MG triggers "reloading" state on one of the SRM indicators when they are selected<br />
- BA hardmount MG is not yet textured. <br />
- BA hardmount MG lacks a muzzleflash effect. (it was heavily bugged) Tracers still work properly, however. <br />
- Bpod hit detection remains buggy<br />
- Mobile Long Tom may not be able reverse if the turret is alligned with the carriage. Turn the turret right to max offset to start reversing.<br />
<br />
---- GAME SYSTEMS -----<br />
<br />
- Crashes can happen. Workarounds are available in the Troubleshooting guide.<br />
- 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.<br />
<br />
------- AUDIO ---------<br />
<br />
- Due to a hack required for new leg sets and animations to create footstep sounds and footstep effects, all mechs will play one footstep sound anytime they come to a complete stop even though they are not moving.<br />
- For as of yet unknown reasons a wrong missile locking sound plays that is very hard to hear, if the asset possesses two or more different missile systems first the wrong sound plays until the system with lower lock time<br />
confirms the lock and after that actually the correct one plays. In this situation for each system a lock confirmation sound will play. This will be fixed in an upcoming update.<br />
<br />
-------- MAPS ---------<br />
<br />
- TC_Palisades: Both ASF factories will only build one ASF at a time.<br />
- TC_Tukayyid trees may still cause some convergence issues when aiming directly at them. We are working on a permanent solution to this, but the most prominent issue with the trees has been resolved<br />
- TC_Scorched on low settings may cause blinding issues in the water<br />
<br />
-------- HUD ----------<br />
<br />
- Certain HUD elements might overlap other UI elements.<br />
- BA SRM ammo counter does not update until the weapon was selected and the reload on them was triggered once<br />
- There is a hang up in frames when you switch targets when using the tank HUD.<br />
<br />
------ CONTROLS -------<br />
<br />
- 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<br />
<br />
-----------------------------------------<br />
------------- VERSION 0.12.2 ------------<br />
-----------------------------------------<br />
<br />
------ BUG FIXES ------<br />
<br />
- Fix for AECM reward code causing servers to crash in some instances.<br />
</pre><br />
<br />
===0.12.1===<br />
'''Release date:''' 1 May 2020<br><br />
'''Standalone:''' Yes<br><br />
'''Changelog:'''<br><br />
<pre class="mw-collapsible mw-collapsed"><br />
Version 0.12.1<br />
-----------------------------------------<br />
--------- KNOWN ISSUES - 0.12.1 ---------<br />
-----------------------------------------<br />
<br />
------ GAMEPLAY -------<br />
<br />
- 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! :)<br />
- 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.<br />
- The Oro and Rommel cannot turn while reversing. <br />
- Air LBX does not collide with mechlegs<br />
- 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.<br />
- When left empty, each BA SRM tube needs to be manually reloaded (can be initiated by using the fire button)<br />
- BA hardmount MG cannot be fired during SRM reload while the SRM are selected<br />
- BA arm remains in position when hardmount MG is expended - weapon switch clears it<br />
- BA hardmount MG triggers "reloading" state on one of the SRM indicators when they are selected<br />
- BA hardmount MG is not yet textured. <br />
- BA hardmount MG lacks a muzzleflash effect. (it was heavily bugged) Tracers still work properly, however. <br />
- Bpod hit detection remains buggy<br />
- Mobile Long Tom may not be able reverse if the turret is alligned with the carriage. Turn the turret right to max offset to start reversing.<br />
<br />
---- GAME SYSTEMS -----<br />
<br />
- Crashes can happen. Workarounds are available in the Troubleshooting guide.<br />
- 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.<br />
<br />
------- AUDIO ---------<br />
<br />
- Due to a hack required for new leg sets and animations to create footstep sounds and footstep effects, all mechs will play one footstep sound anytime they come to a complete stop even though they are not moving.<br />
- For as of yet unknown reasons a wrong missile locking sound plays that is very hard to hear, if the asset possesses two or more different missile systems first the wrong sound plays until the system with lower lock time<br />
confirms the lock and after that actually the correct one plays. In this situation for each system a lock confirmation sound will play. This will be fixed in an upcoming update.<br />
<br />
-------- MAPS ---------<br />
<br />
- TC_Palisades: Both ASF factories will only build one ASF at a time.<br />
- TC_Tukayyid trees may still cause some convergence issues when aiming directly at them. We are working on a permanent solution to this, but the most prominent issue with the trees has been resolved<br />
- TC_Scorched on low settings may cause blinding issues in the water<br />
<br />
-------- HUD ----------<br />
<br />
- Certain HUD elements might overlap other UI elements.<br />
- BA SRM ammo counter does not update until the weapon was selected and the reload on them was triggered once<br />
- There is a hang up in frames when you switch targets when using the tank HUD.<br />
<br />
------ CONTROLS -------<br />
<br />
- 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<br />
<br />
-----------------------------------------<br />
------------- VERSION 0.12.1 ------------<br />
-----------------------------------------<br />
<br />
------ BUG FIXES ------<br />
<br />
- Work around for vehicles getting stuck on the marker beacons for capzones in TC. (note that, this is a workaround and not a proper fix, so there might be some maps that still have the problem. Further, some maps might have minor graphical issues where light bulbs are replaced with small floating diamonds.)<br />
- Fix for missing backtorso modifier on XL engine hellhounds.<br />
- Fix for Huit still having engine boost heat.<br />
- Fix for Thor gauss explosion being in the wrong arm.<br />
- Fix for AC2s having too much ammo when first bought.<br />
- Fix for cockpit PPC firing sound not playing properly.<br />
<br />
------ GAMEPLAY -------<br />
<br />
- Added reward for covering teammates with AECM and bonus reward for every enemy narc prevented onto teammates.<br />
- Increased Jump jet fuel across all classes by 5.<br />
- Changed heat generation of all (c)LRMs to 7.5. most launchers were 8.8, but the LRM5s were bugged at 5.7. <br />
- Increased Thunderbolt 10/15/20 heat generation to 100/150/200 from 80/110/140<br />
- Lowered HVAC10 shot pressure (shake) to 500 from 650.<br />
- All tanks now should have deploy function. <br />
- Increased MRM flight speed to 450 from 400. Lowered offset factor (spread) to 1.525 from 1.55). Lowered minimum range to 60m from 65m.<br />
- Air MRMs now share ground MRM's minimum range. (60m from 20m)<br />
- Lowered LBX2 spread from 0.2 to 0.15<br />
<br />
<br />
- Mithras <br />
- Changed massbox and rig YET AGAIN in the endless quest for better drivability.<br />
- Increased turret traversal speed.<br />
<br />
- Kodiak<br />
- Increased base chasis price to 73k.<br />
- Removed debugging JJs present in 0.12.0 causing it to jump further than intended.<br />
<br />
- Sunder<br />
- Removed 20 frames from Landing animation for better responsiveness when landing. <br />
<br />
- Argus<br />
- Increased max reverse speed to 11 from 9.<br />
- Increased maxturnrate to 0.9 from 0.8<br />
- Increased turn acceleration to 2 from 1.8<br />
- Small amount of armor from the side torsos to the arms.<br />
<br />
----- AUDIO -----<br />
<br />
- Warning sounds on HAGs removed to not discourage mag dumping<br />
- More bass for explosion sounds<br />
- Sharp impact for asset explosions (Thunderbird change)<br />
- More bass for arty firing sounds<br />
- Rebalance of vehicle engines aka audible hovers and Huey<br />
- FSBs reorganized, unnecessary folder deleted<br />
<br />
-------- HUD ----------<br />
<br />
- Added minimum range data to missile launcher names in the weapon list. <br />
<br />
</pre><br />
<br />
===0.12.0===<br />
'''Release date:''' 10 April 2020<br><br />
'''Standalone:''' Yes<br><br />
'''Changelog:'''<br><br />
<pre class="mw-collapsible mw-collapsed"><br />
Version 0.12.0<br />
-----------------------------------------<br />
--------- KNOWN ISSUES - 0.12.0 ---------<br />
-----------------------------------------<br />
<br />
------ GAMEPLAY -------<br />
<br />
- 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! :)<br />
- 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.<br />
- The Oro and Rommel cannot turn while reversing. <br />
- Air LBX does not collide with mechlegs<br />
- 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.<br />
- When left empty, each BA SRM tube needs to be manually reloaded (can be initiated by using the fire button)<br />
- BA hardmount MG cannot be fired during SRM reload while the SRM are selected<br />
- BA arm remains in position when hardmount MG is expended - weapon switch clears it<br />
- BA hardmount MG triggers "reloading" state on one of the SRM indicators when they are selected<br />
- BA hardmount MG is not yet textured. <br />
- BA hardmount MG lacks a muzzleflash effect. (it was heavily bugged) Tracers still work properly, however. <br />
- Bpod hit detection remains buggy<br />
<br />
---- GAME SYSTEMS -----<br />
<br />
- Crashes can happen. Workarounds are available in the Troubleshooting guide.<br />
- 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.<br />
<br />
------- AUDIO ---------<br />
<br />
- Due to a hack required for new leg sets and animations to create footstep sounds and footstep effects, all mechs will play one footstep sound anytime they come to a complete stop even though they are not moving.<br />
- For as of yet unknown reasons a wrong missile locking sound plays that is very hard to hear, if the asset possesses two or more different missile systems first the wrong sound plays until the system with lower lock time<br />
confirms the lock and after that actually the correct one plays. In this situation for each system a lock confirmation sound will play. This will be fixed in an upcoming update.<br />
<br />
-------- MAPS ---------<br />
<br />
- TC_Palisades: Both ASF factories will only build one ASF at a time.<br />
- TC_Tukayyid trees may still cause some convergence issues when aiming directly at them. We are working on a permanent solution to this, but the most prominent issue with the trees has been resolved<br />
- TC_Scorched on low settings may cause blinding issues in the water<br />
<br />
-------- HUD ----------<br />
<br />
- Certain HUD elements might overlap other UI elements.<br />
- BA SRM ammo counter does not update until the weapon was selected and the reload on them was triggered once<br />
- There is a hang up in frames when you switch targets when using the tank HUD.<br />
<br />
------ CONTROLS -------<br />
<br />
- 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<br />
<br />
-----------------------------------------<br />
------------- VERSION 0.12.0 ------------<br />
-----------------------------------------<br />
<br />
------ BUG FIXES ------<br />
<br />
- Fixed floating LAMS on Thanatos Torso.<br />
- Possible fix for missiles locked onto the Xerxes flying over it rather than into it. (needs testing)<br />
- Fixed issues with highjacking mechs even though they had destroyed head armor. <br />
- Missile locking plays correct locking sound on assets with different missile systems and lock timings. <br />
- Recovered 3 missing Betty messages and the redzone alarm klaxon.<br />
<br />
---- GAME SYSTEMS -----<br />
<br />
- Narcs will no longer activate when hitting friendlies. <br />
- Reduced damage transfer rate from destroyed back torsos in mechs with STD engines from 3x to 1.5x.<br />
- Removed boost heat generation from all tanks. <br />
- Improved max reverse speed for most tanks.<br />
- Reduced light knietic modifier against hovercraft from 1.3x to 1.2x<br />
- Tweaked Hawkmoth, Donar, and Avar base chassis prices to smooth out variant availability at first few ranks. <br />
- Cbill transfer timer will not start if the transfer failed.<br />
- All tanks which can deploy now have a deploy time of 1 second from instant. <br />
<br />
------ GAMEPLAY -------<br />
<br />
- New Assets<br />
- New Clan Assault mech Kodiak (100t); 16 ticket cost; tier 15.<br />
- New IS Assault mech Sunder (90t); 13 ticket cost; tier 14.<br />
<br />
<br />
- Weapons<br />
- Reduced reload time for Air_RACs from 10 seconds to 3 (mostly relevant for hawkmoths).<br />
- Reduced lock on time for Clan LRM-5 to 1.85 seconds from 2.<br />
- Reduced Clan ERPPC cost from 11.5k to 11k.<br />
- Reduced AC5 Rate of Fire from 12.5 to 11. <br />
- Increased AC5 cost to 4k from 3750<br />
- Increased UAC5 cost to 4.5k from 4250<br />
- Increased LBX5 cost to 4.5k from 4k<br />
- Increased Clan UAC2 cost to 3.2k from 2.7k<br />
- Increased Clan LBX5 cost to 4.5k from 4.2k<br />
- Reduced Snub nose thumper gravity to 14 from 19.<br />
<br />
- Commando<br />
- Increased torso bobbing in animations.<br />
- Reduced tier from 3 to 1<br />
<br />
- Hellhound<br />
- Increased torso bobbing in animations.<br />
<br />
- Morrigu<br />
- Reduced base chassis price by 6k.<br />
- Reduced ticket cost from 12 to 10.<br />
- Reduced tier from 15 to 12.<br />
- Reworked mass box, increased engine power, and improved steering and acceleration. The morrigu is 80 tons, not 100. <br />
- Improved turret turn speed.<br />
- Removed dreaded D variant for breaking build rules (Mars tank is next patch, but doing this early because I didn't want to work on both at the same time :P)<br />
- Atlas<br />
- Reduced head and arm armor and increased right torso armor.<br />
- Increased torso turn speed to 80 from 76.<br />
- Improved turn speed and turn rate.<br />
- Moved gun mounts on arms from below the fists to above them for better usability. <br />
<br />
- Fafnir<br />
- Reduced turn rate acceleration slightly <br />
<br />
- Daishi<br />
- Reduced turn rate acceleration<br />
<br />
- Rifleman<br />
- Reduced overall size of both legs and torso by 15% on all axis. Moved the radar closer to the body. Reworked all hitboxes.<br />
<br />
- Loki<br />
- Moved chassis to FF armor to improve overall protection. <br />
- Added one free LAMS to all variants, those which had one already now have two.<br />
<br />
- Mithras<br />
- Reduced turret turn penalty when damaged.<br />
<br />
- Awesome<br />
- Reduced Tier to 12 from 13.<br />
<br />
- Mauler<br />
- Increased Tier to 13 from 11.<br />
<br />
- Bushwacker <br />
- Reduced ticket cost to 7 from 8<br />
<br />
- Avatar<br />
- Increased ticket cost to 10 from 9.<br />
<br />
- Hephaestus<br />
- Increased ticket cost to 3 from 2.<br />
<br />
----- AUDIO ------<br />
<br />
- Tanks and Hovercraft now have an appropriate deploy and undeploy sound.<br />
- HE and Cluster Bomb have an improved drop sound and the Laser-guided Bomb has a unique launch sound.<br />
- Bass boost for all AC10 and 20s (HVAC10 was fine).<br />
<br />
----- VISUAL -----<br />
<br />
-Laser-guided Bomb no longer uses arrow vfx<br />
<br />
------- UI -------<br />
<br />
- Missiles no longer lock when ammo is empty.<br />
- Missile lock will not be maintained when reserve ammo tons are loading.<br />
<br />
------ MISC ------<br />
<br />
- Reworked entire file structure in pak files in order to clean out old unused files and prevent old files from overwriting newer versions. <br />
- New server Cvars for logging tickets and purchases.<br />
- New credits added.<br />
- Updated loading screen tips.<br />
<br />
</pre><br />
===0.11.4===<br />
'''Release date:''' 19 January 2020<br><br />
'''Standalone:''' Yes<br><br />
'''Changelog:'''<br><br />
<pre class="mw-collapsible mw-collapsed"><br />
Version 0.11.4<br />
-----------------------------------------<br />
--------- KNOWN ISSUES - 0.11.4 ---------<br />
-----------------------------------------<br />
<br />
------ GAMEPLAY -------<br />
<br />
- 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! :)<br />
- 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.<br />
- The Oro and Rommel cannot turn while reversing. <br />
- Air LBX does not collide with mechlegs<br />
- 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.<br />
- When left empty, each BA SRM tube needs to be manually reloaded (can be initiated by using the fire button)<br />
- BA hardmount MG cannot be fired during SRM reload while the SRM are selected<br />
- BA arm remains in position when hardmount MG is expended - weapon switch clears it<br />
- BA hardmount MG triggers "reloading" state on one of the SRM indicators when they are selected<br />
- BA hardmount MG is not yet textured. <br />
- BA hardmount MG lacks a muzzleflash effect. (it was heavily bugged) Tracers still work properly, however. <br />
- Bpod hit detection remains buggy<br />
<br />
---- GAME SYSTEMS -----<br />
<br />
- Crashes can happen. Workarounds are available in the Troubleshooting guide.<br />
- 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.<br />
<br />
------- AUDIO ---------<br />
<br />
- Due to a hack required for new leg sets and animations to create footstep sounds and footstep effects, all mechs will play one footstep sound anytime they come to a complete stop even though they are not moving.<br />
- For as of yet unknown reasons a wrong missile locking sound plays that is very hard to hear, if the asset possesses two or more different missile systems first the wrong sound plays until the system with lower lock time<br />
confirms the lock and after that actually the correct one plays. In this situation for each system a lock confirmation sound will play. This will be fixed in an upcoming update.<br />
<br />
-------- MAPS ---------<br />
<br />
- TC_Palisades: Both ASF factories will only build one ASF at a time.<br />
- TC_Tukayyid trees may still cause some convergence issues when aiming directly at them. We are working on a permanent solution to this, but the most prominent issue with the trees has been resolved<br />
- TC_Scorched on low settings may cause blinding issues in the water<br />
<br />
-------- HUD ----------<br />
<br />
- Certain HUD elements might overlap other UI elements.<br />
- BA SRM ammo counter does not update until the weapon was selected and the reload on them was triggered once<br />
- There is a hang up in frames when you switch targets when using the tank HUD.<br />
<br />
------ CONTROLS -------<br />
<br />
- 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<br />
<br />
-----------------------------------------<br />
------------- VERSION 0.11.4 ------------<br />
-----------------------------------------<br />
<br />
-------- HOTFIX -------<br />
<br />
- Fixed large missile launchers not being destroyed on left arm of hellhound<br />
- Fixed wrong resources load order<br />
- Fixed 3d AC sound events being to low in the mix, also for gauss and lightgauss<br />
- Mastered explosion source for max volume since they still have trouble pushing through<br />
<br />
-------- HUD ----------<br />
<br />
- Buymenu is now sorted by tonnage, then techbase consistently for all assets. <br />
<br />
------ GAMEPLAY -------<br />
<br />
- New Assets<br />
- New IS heavy mech Marauder (75t); 12 ticket cost; tier 13.<br />
<br />
- New Snub-Nose Thumper Cannon weapon; a slower ROF, half velocity, double bullet drop, version of the Thumper Artillery which does not need to stop and deploy to fire.<br />
<br />
- Weapons<br />
- Hmgun and Mguns reworked.<br />
- Hmgun damage 13 -> 14, damage dropoff begins at 250 from 200, overheat time increased to 8 seconds.<br />
- Mgun damage type from lightkinetic to kinetic (making it marginally worse against ASF, worse against tanks, marginally better against BA), ROF decreased to 1000 from 1200, dropoff distance begins at 250m from 400m.<br />
- AC10 max range increased to ~700m from ~650m, optimal range increased from 600m to 650m, damage dropoff 1.5 damage per meter beginning at 650, resulting in a 75% strength shot at 700m.<br />
- AC10 increased outer splash radius from 2.6 to 2.8.<br />
- HVAC10 changed from light to heavy kinetic in weapon xml (ammo always had heavy so unclear if this will change anything).<br />
- HVAC10 shake decreased to 650 from 785.<br />
- HVAC2 now has shake and splash like the AC2 does, decreased heat per shot from 2.3 to 2.1<br />
- AC5 Increased heat per shot to 3 from 1, decreased ROF from 13 to 12.5<br />
- AC5 price increased to 3750, from 3000<br />
- Large Pulse Laser price decreased to 5500, from 6000<br />
- RAC2 price decreased to 7000 from 7500<br />
- Laser Guided Bombs will now follow the reticule when no TAG or NARC is available, increased turn speed to 25, from 20.(this makes them viable at long ranges without spotters while removes their ability to dumb fire and pull up at close ranges)<br />
- Increased Arrow IV heat from 55 to 60.<br />
- Reverted Arrow IV turn speed from 35 back to 30 (this was meant to help minimum range but made them too good at tracking faster targets).<br />
- eATM heat per shot decreased from 14 to 11.<br />
<br />
- Mithras<br />
- yet more drivechange and massbox changes (work in progress)<br />
<br />
- Catapult <br />
- XL engine base chassis cost decreased by 1.3k<br />
- Decreased head hitbox size by 0.1m on the x-axis<br />
<br />
- Locust IIC<br />
- fix for typo on tier listing preventing it from counting in the correct tier (3)<br />
<br />
- Uller<br />
- Ticket cost increased to 3 from 2.<br />
<br />
---- VISUALS -----<br />
<br />
- New Novacat cockpit art (been finished for ages but kept forgetting to include it.<br />
- LBX 5 to 20 (air and ground) muzzleflashes replaced because the current ones heavily bleed into the inside of the cockpit<br />
<br />
----- AUDIO ------<br />
<br />
- Fix for a few explosion visuals having no sound<br />
- Added a bit more variation to explosions<br />
- Changed medium and small pulse laser sound to be more in line with large<br />
- Small full auto acs and machine guns receive duplicate weapon xmls for sound balancing reasons (machine gun, heavy machine gun, clan and is uac2, air uac 2 and 5, rac2 and 5, air rac2)<br />
- Removed 2 unnecessary fsbs, converted unneeded stereo sources to mono, various other opimizations<br />
- Temporary fix for mech engine sound parameter until code work can be done<br />
- Overall sound balance changes<br />
<br />
------- UI -------<br />
<br />
- Eject warning replaced with engine damage warning to discourage ejecting<br />
</pre><br />
<br />
===0.11.3===<br />
'''Release date:''' 27 December 2019<br><br />
'''Standalone:''' Yes<br><br />
'''Changelog:'''<br><br />
<pre class="mw-collapsible mw-collapsed"><br />
Version 0.11.3<br />
-----------------------------------------<br />
--------- KNOWN ISSUES - 0.11.3 ---------<br />
-----------------------------------------<br />
<br />
------ GAMEPLAY -------<br />
<br />
- 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! :)<br />
- 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.<br />
- The Oro and Rommel cannot turn while reversing. <br />
- Air LBX does not collide with mechlegs<br />
- 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.<br />
- When left empty, each BA SRM tube needs to be manually reloaded (can be initiated by using the fire button)<br />
- BA hardmount MG cannot be fired during SRM reload while the SRM are selected<br />
- BA arm remains in position when hardmount MG is expended - weapon switch clears it<br />
- BA hardmount MG triggers "reloading" state on one of the SRM indicators when they are selected<br />
- BA hardmount MG is not yet textured. <br />
- BA hardmount MG lacks a muzzleflash effect. (it was heavily bugged) Tracers still work properly, however. <br />
- Bpod hit detection remains buggy<br />
<br />
---- GAME SYSTEMS -----<br />
<br />
- Crashes can happen. Workarounds are available in the Troubleshooting guide.<br />
- 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.<br />
<br />
------- AUDIO ---------<br />
<br />
- Due to a hack required for new leg sets and animations to create footstep sounds and footstep effects, all mechs will play one footstep sound anytime they come to a complete stop even though they are not moving.<br />
- For as of yet unknown reasons a wrong missile locking sound plays that is very hard to hear, if the asset possesses two or more different missile systems first the wrong sound plays until the system with lower lock time<br />
confirms the lock and after that actually the correct one plays. In this situation for each system a lock confirmation sound will play. This will be fixed in an upcoming update.<br />
<br />
-------- MAPS ---------<br />
<br />
- TC_Palisades: Both ASF factories will only build one ASF at a time.<br />
- TC_Tukayyid trees may still cause some convergence issues when aiming directly at them. We are working on a permanent solution to this, but the most prominent issue with the trees has been resolved<br />
- TC_Scorched on low settings may cause blinding issues in the water<br />
<br />
-------- HUD ----------<br />
<br />
- Certain HUD elements might overlap other UI elements.<br />
- BA SRM ammo counter does not update until the weapon was selected and the reload on them was triggered once<br />
- There is a hang up in frames when you switch targets when using the tank HUD.<br />
<br />
------ CONTROLS -------<br />
<br />
- 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<br />
<br />
-----------------------------------------<br />
------------- VERSION 0.11.3 ------------<br />
-----------------------------------------<br />
<br />
-------- HUD ----------<br />
<br />
- Buymenu is now sorted by tonnage, then techbase consistently for all assets. <br />
<br />
------ GAMEPLAY -------<br />
<br />
- New Assets<br />
<br />
- New IS heavy mech Marauder (75t); 12 ticket cost; tier 13.<br />
<br />
- New Snub-Nose Thumper Cannon weapon; a slower ROF, half velocity, double bullet drop, version of the Thumper Artillery which does not need to stop and deploy to fire.<br />
<br />
- Weapons<br />
<br />
- Hmgun and Mguns reworked.<br />
- Hmgun damage 13 -> 14, damage dropoff begins at 250 from 200, overheat time increased to 8 seconds.<br />
- Mgun damage type from lightkinetic to kinetic (making it marginally worse against ASF, worse against tanks, marginally better against BA), ROF decreased to 1000 from 1200, dropoff distance begins at 250m from 400m.<br />
- AC10 max range increased to ~700m from ~650m, optimal range increased from 600m to 650m, damage dropoff 1.5 damage per meter beginning at 650, resulting in a 75% strength shot at 700m.<br />
- AC10 increased outer splash radius from 2.6 to 2.8.<br />
- HVAC10 changed from light to heavy kinetic in weapon xml (ammo always had heavy so unclear if this will change anything).<br />
- HVAC10 shake decreased to 650 from 785.<br />
- HVAC2 now has shake and splash like the AC2 does, decreased heat per shot from 2.3 to 2.1<br />
- AC5 Increased heat per shot to 3 from 1, decreased ROF from 13 to 12.5<br />
- AC5 price increased to 3750, from 3000<br />
- Large Pulse Laser price decreased to 5500, from 6000<br />
- RAC2 price decreased to 7000 from 7500<br />
- Laser Guided Bombs will now follow the reticule when no TAG or NARC is available, increased turn speed to 25, from 20.(this makes them viable at long ranges without spotters while removes their ability to dumb fire and pull up at close ranges)<br />
- Increased Arrow IV heat from 55 to 60.<br />
- Reverted Arrow IV turn speed from 35 back to 30 (this was meant to help minimum range but made them too good at tracking faster targets).<br />
- eATM heat per shot decreased from 14 to 11.<br />
<br />
- Mithras<br />
- yet more drivechange and massbox changes (work in progress)<br />
<br />
- Catapult <br />
- XL engine base chassis cost decreased by 1.3k<br />
- Decreased head hitbox size by 0.1m on the x-axis<br />
<br />
- Locust IIC<br />
- fix for typo on tier listing preventing it from counting in the correct tier (3)<br />
<br />
- Uller<br />
- Ticket cost increased to 3 from 2.<br />
<br />
---- VISUALS -----<br />
<br />
- New Novacat cockpit art (been finished for ages but kept forgetting to include it.<br />
- LBX 5 to 20 (air and ground) muzzleflashes replaced because the current ones heavily bleed into the inside of the cockpit<br />
<br />
----- AUDIO ------<br />
<br />
- Fix for a few explosion visuals having no sound<br />
- Added a bit more variation to explosions<br />
- Changed medium and small pulse laser sound to be more in line with large<br />
- Small full auto acs and machine guns receive duplicate weapon xmls for sound balancing reasons (machine gun, heavy machine gun, clan and is uac2, air uac 2 and 5, rac2 and 5, air rac2)<br />
- Removed 2 unnecessary fsbs, converted unneeded stereo sources to mono, various other opimizations<br />
- Temporary fix for mech engine sound parameter until code work can be done<br />
- Overall sound balance changes<br />
<br />
------- UI -------<br />
<br />
- Eject warning replaced with engine damage warning to discourage ejecting<br />
</pre><br />
<br />
===0.11.2===<br />
'''Release date:''' 10 August 2019<br><br />
'''Standalone:''' Yes<br><br />
'''Changelog:'''<br><br />
<pre class="mw-collapsible mw-collapsed"><br />
Version 0.11.2<br />
-----------------------------------------<br />
--------- KNOWN ISSUES - 0.11.2 ---------<br />
-----------------------------------------<br />
<br />
------ GAMEPLAY -------<br />
<br />
- 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! :)<br />
- 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.<br />
- The Oro and Rommel cannot turn while reversing. <br />
- Air LBX does not collide with mechlegs<br />
- 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.<br />
- When left empty, each BA SRM tube needs to be manually reloaded (can be initiated by using the fire button)<br />
- BA hardmount MG cannot be fired during SRM reload while the SRM are selected<br />
- BA arm remains in position when hardmount MG is expended - weapon switch clears it<br />
- BA hardmount MG triggers "reloading" state on one of the SRM indicators when they are selected<br />
- BA hardmount MG is not yet textured. <br />
- BA hardmount MG lacks a muzzleflash effect. (it was heavily bugged) Tracers still work properly, however. <br />
- Bpod hit detection remains buggy<br />
<br />
---- GAME SYSTEMS -----<br />
<br />
- Crashes can happen. Workarounds are available in the Troubleshooting guide.<br />
- 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.<br />
<br />
------- AUDIO ---------<br />
<br />
- Due to a hack required for new leg sets and animations to create footstep sounds and footstep effects, all mechs will play one footstep sound anytime they come to a complete stop even though they are not moving.<br />
<br />
<br />
-------- MAPS ---------<br />
<br />
- TC_Palisades: Both ASF factories will only build one ASF at a time.<br />
- TC_Tukayyid trees may still cause some convergence issues when aiming directly at them. We are working on a permanent solution to this, but the most prominent issue with the trees has been resolved<br />
- TC_Scorched on low settings may cause blinding issues in the water<br />
<br />
-------- HUD ----------<br />
<br />
- Certain HUD elements might overlap other UI elements.<br />
- BA SRM ammo counter does not update until the weapon was selected and the reload on them was triggered once<br />
- There is a hang up in frames when you switch targets when using the tank HUD.<br />
<br />
------ CONTROLS -------<br />
<br />
- 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<br />
<br />
-----------------------------------------<br />
------------- VERSION 0.11.2 ------------<br />
-----------------------------------------<br />
<br />
------ BUG FIXES ------<br />
<br />
- Volume of footstep sounds for Commando, Locust and Hellhound now in line with the other mechs of their respective weight class<br />
- Naming error fixed for AC impacts, which probably prevented proper distance attenuation<br />
- General rebalance and playback priority changes for Missile explosion sounds as they overshadowed nearly everything else.<br />
- Plugged some holes in the Thanatos cockpit area created during resize<br />
- Improved floaty animations on the Commando and Hellhound so that they bob like older mechs. <br />
- Decreased shine on UV camo to prevent glowing at long distances. <br />
<br />
---- GAME SYSTEMS -----<br />
<br />
- Kill bonus reduced from 4000 to 1000 to try and slow down runaway assist money acclerating economy.<br />
- Increased bonus per rank difference from 100 to 150.<br />
<br />
-------- HUD ----------<br />
<br />
- Added ticket costs to buy menu descriptions.<br />
<br />
------ GAMEPLAY -------<br />
<br />
- Decreased heat per pulse on Small Pulse lasers (IS and Clan) from 3.98 to 3<br />
- Decreased BattleArmor Micro Heavy Laser range from 125m to 80m<br />
- Increased BattleArmor Small Pulse Laser damage per pulse from 47 to 49.<br />
- Increased BattleArmor Medium Machine Gun damage to 20 from 17, dropped damage dropoff range from 300m to 50m.<br />
<br />
- Locust IIC<br />
- Scaled down Locist IIC torso by ~10%<br />
- Increased armor on close range variants.<br />
- Decreased ticket cost from 3 to 2.<br />
- Decreased tier from 4 to 3.<br />
- Added back 5 degrees to pitch down (WARNING YOU WILL SEE LEG CLIPPING AT SOME ANGLES)<br />
<br />
- Hellhound<br />
- Decreased ticket cost from 8 to 7.<br />
- Decreased tier from 8 to 7.<br />
<br />
------ MAPS ------<br />
<br />
- TC_Tukayyid<br />
- Reduced the object count<br />
- Reduced small vegetation draw distance for lower viewspecs<br />
- Fixed missing IS banner textures<br />
- Replaced a problematic tree type<br />
<br />
- TC_Scorched<br />
- Fixed problem where IS dropship would stop working<br />
- Fixed repair problem with IS dropship<br />
- Added some cover near center outpost<br />
-Fixed dynamic heat effects<br />
- Fixed steam particles not rendering properly<br />
- Significantly reduced heat bloom effects<br />
- Fixed problematic Warship areas<br />
</pre><br />
===0.11.1===<br />
'''Release date:''' 26 July 2019<br><br />
'''Standalone:''' Yes<br><br />
'''Changelog:'''<br><br />
<pre class="mw-collapsible mw-collapsed"><br />
Version 0.11.1<br />
-----------------------------------------<br />
------------- VERSION 0.11.1 ------------<br />
-----------------------------------------<br />
<br />
------ BUG FIXES ------<br />
<br />
- Fixed killing players ranked above Point Commander or Major not awarding extra Cbills.<br />
- Normalized the amount of cbills you get on a kill or assist per rank above you the victim was.<br />
This means that cbill progression should be more linear and not a weird bellcurve like it used to be relative to the rank of the other team. <br />
- Adjusted aiming ability and damage on new ERPPC turret. <br />
</pre><br />
===0.11.0===<br />
'''Release date:''' 25 July 2019<br><br />
'''Standalone:''' Yes<br><br />
'''Changelog:'''<br><br />
<pre class="mw-collapsible mw-collapsed"><br />
Version 0.11.0<br />
-----------------------------------------<br />
--------- KNOWN ISSUES - 0.11.0 ---------<br />
-----------------------------------------<br />
<br />
------ GAMEPLAY -------<br />
<br />
- 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! :)<br />
- 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.<br />
- The Oro and Rommel cannot turn while reversing. <br />
- Air LBX does not collide with mechlegs<br />
- 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.<br />
- When left empty, each BA SRM tube needs to be manually reloaded (can be initiated by using the fire button)<br />
- BA hardmount MG cannot be fired during SRM reload while the SRM are selected<br />
- BA arm remains in position when hardmount MG is expended - weapon switch clears it<br />
- BA hardmount MG triggers "reloading" state on one of the SRM indicators when they are selected<br />
- BA hardmount MG is not yet textured. <br />
- BA hardmount MG lacks a muzzleflash effect. (it was heavily bugged) Tracers still work properly, however. <br />
- Bpod hit detection remains buggy<br />
<br />
---- GAME SYSTEMS -----<br />
<br />
- Crashes can happen. Workarounds are available in the Troubleshooting guide.<br />
- 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.<br />
<br />
------- AUDIO ---------<br />
- Due to a hack required for new leg sets and animations to create footstep sounds and footstep effects, all mechs will play one footstep sound anytime they come to a complete stop even though they are not moving.<br />
- Footstep sounds on the locust and commando are present but very quiet.<br />
<br />
<br />
-------- MAPS ---------<br />
<br />
- TC_Palisades: Both ASF factories will only build one ASF at a time.<br />
<br />
-------- HUD ----------<br />
<br />
- Certain HUD elements might overlap other UI elements.<br />
- BA SRM ammo counter does not update until the weapon was selected and the reload on them was triggered once<br />
- There is a hang up in frames when you switch targets when using the tank HUD.<br />
<br />
------ CONTROLS -------<br />
<br />
- 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<br />
<br />
-----------------------------------------<br />
------------- VERSION 0.11.0 ------------<br />
-----------------------------------------<br />
<br />
------ BUG FIXES ------<br />
<br />
------ GAMEPLAY -------<br />
- Moved GECM on Shiva A to airGECM rather than ground based.<br />
- Cleaned up some lua script errors reguarding buyzones and entering vehicles.<br />
- Fixed some issues with ticket decrement ramp up.<br />
- Adjusted vulture torso material slightly to match up with the legs a bit better.<br />
- Included extra armor for some hawkmoth variants which had the tonnage set aside for it<br />
- Floating barrels on Partisan D fixed.<br />
- Removed phantom mascing sounds from Raven. <br />
- Rommel E should now has increased top speed its larger engine was supposed to provide.<br />
- StripeGreenBlack camo now has actual black stripes instead of ugly brown ones.<br />
- Fixed BA jumpjets jumping in the wrong direction if you used up all the fuel.<br />
<br />
<br />
------- AUDIO ---------<br />
- Fixed issue with Air UAC 5 playing at max volume across the entire map.<br />
- IS ER Small Laser doesn't sound like the Large Laser to a third person anymore.<br />
<br />
------- VISUAL --------<br />
- Wrong particle effect for BA PPC and Light PPC fixed.<br />
<br />
<br />
---- GAME SYSTEMS -----<br />
<br />
- Increased base cbill reward for killing a BA to 4000 from 1000.<br />
- Added sv_ticket_decrement_rampup_rate as a sever cvar for tweaking.<br />
<br />
- Ground based MRMs now function similar to their Air based cousins.<br />
As a last resort to try and find out why the hit detection is so much worse on MRMs than any other missiles, we've removed the fly by wire tracking to see if this helps the issue.<br />
In return MRMs have decreased spread and double their flight speed. However, to prevent overwhelming performance at pointblank range (where SRMs should be taking over) their minumum arming range has been increased to 65m.<br />
If this does not help either, wire guidance may make a return.<br />
<br />
- Removed raise animation from BA Recoilless Rifle <br />
<br />
- Point Defense System<br />
- Doubled HP of PDS to prevent annoying early fire death.<br />
- increased damage to 2.<br />
- increased detection from 160m to 180m<br />
- enabled prediction for better hitrate against fast moving BA (not sure how much it will help)<br />
<br />
- Laser Anti Missile System<br />
- LAMS now requires active radar to function. <br />
<br />
- Medium BattleArmor (Longinius and Elemental) health and armor regen delay normalized to 10 seconds,health and armor regen persecond while moving normalized to 6 seconds, and 12 seconds while stationary. <br />
<br />
------ GAMEPLAY -------<br />
<br />
- New Assets<br />
- New Clan light mech Locust IIC (25t)<br />
- New Clan medium mech Hellhound[Conjurer] (50t)<br />
- New IS light mech Commando (25t)<br />
<br />
- New Heavy Machine Gun weapon for both Clan and IS assets. <br />
High damage at very low tonnage and heat, but with extremely limited range. Damage drop off beginning at 200m until dying completely at 400m. <br />
<br />
- New Maps <br />
- SA_Gladiator<br />
- TC_Tukayyid<br />
- TC_Scorched <br />
<br />
- Weapons<br />
<br />
- Increased Air_Thunderbolt damage by ~33% against ground targets. Damage against air targets unchanged.<br />
- AC10 explosion radius now matches the AC20.<br />
- AC5 explosion radius now matches the old AC10.<br />
- Increased the cost on Air_LBXes (the 5 and 10 signifigantly).<br />
- Decreased core splash radius on Air LBX2 and 5 by 33%.<br />
- Decreased heat from each Arrow IV missile from 75 to 55.<br />
- Decreased manual lock time on Arrow IV missile from 16 to 10 seconds (4 to 2.5 seconds when crouched or deployed)<br />
- Increased hitpoints on Arrow IV missiles from 210 to 240 against LAMS.<br />
- Increased turn speed on Arrow IV missiles from 30 to 35. <br />
- Increased core splash radius of LPPC and slightly increased screenshake amount. Also increased size of hit particle for better visual feedback.<br />
- Decreased hitpoints on Thunderbolts from 140 to 130.<br />
- Increased maximum effective range of the UAC2 from 1200m to 1250m<br />
- Increased time to overheat on UAC2 from 8 to 10 seconds.<br />
- Decreased AC2 damage from 28 to 23 primary and from 20 to 5 secondary damage. (overall damges were not well taken into account when splash was introduced resulting in overperformance)<br />
- Increased AC5 damage from 65 to 75 primary and from 45 to 50 secondary damage.<br />
- Normalized mechbased CLRM lock time to 2 seconds (CRLM10 lock time) on all launcher sizes. (this is to help the larger salvos while nerfing LRM5 cheese spam.)<br />
- Increased Light Gauss damage from 650 to 700.<br />
- Decreased Mgun spread from .05 to .04<br />
- Increased Bpod damage from 250 to 280.<br />
- Increased HVAC/10 cost from 9k to 11k.<br />
- Decreased UAC/20 heat per shot from 34 to 28 to bring itnto better alignment with the UAC10.<br />
<br />
- Battle Armor weapons<br />
<br />
- Removed recoil and spread from BA SRMs.<br />
- Increased damage from Recoillless Rifle from 400 to 450.<br />
- Increased Grenade Launcher flight speed and outer splash damage. Moved damage type from heavykinetic to energy. Added impulse when firing.<br />
- Greatly decreased Inner splash on MPPC and decreased shake amount, slightly decreased overall damage.<br />
- Decreased speed and lifetime of BA based SRMs.<br />
- Decreased MircoHeavyLaser range from 175m to 125m.<br />
<br />
- Longtom<br />
- Increased maximum turret yaw from 45 degrees to 50.<br />
- Added 0.85 missile modifier (similar to VTOLs) to give the Longtom some extra protection against aircraft and missile fire.<br />
- Sped up animation for deploy and undeploy (unclear if this will actually trigger however)<br />
- Increased inner splash radius to make up ~75% of the total area from ~66%<br />
- Increased outer splash radius on standard and short range ammos for better overall hit consisitency with the long range.<br />
- Decreased heat by 100 per ammo class. <br />
- Decreased ticket cost from 9 to 8<br />
- Increased fire rate on the long and standard ammos to match short range. <br />
- Huit<br />
- Small improvements to drivability.<br />
- Decreased ticket cost from 9 to 8<br />
<br />
- Epona<br />
- Decreased Epona base chassis cost by 3.4k<br />
<br />
- Mithras<br />
- Decreased base chassis cost by 3k<br />
- Tweaked mass box and wheel structure to help combat stopping randomly on map seams. <br />
<br />
- Oro<br />
- Decreased Oro base chassis cost by 8.9k (stock has split 3to1!) <br />
- Decreased ticket cost from 7 to 5<br />
<br />
- Partisan<br />
- Increased base chassis cost for all ICE based partisans by 7.5k.<br />
- Increased ticket cost from 4 to 5<br />
- Goblin <br />
- Decreased ticket cost from 4 to 3.<br />
<br />
- Chimera<br />
- Engine rating reduced to 86kph from 97kph. <br />
- Base armor increased to 8 tons.<br />
- A few extra tons freed up from engine decreased spent on additional armor and weapons.<br />
- Base chassis cost decreased by 2k.<br />
- Moved more armor to missile torso.<br />
<br />
- Mauler <br />
- Increased reverse speed on Mauler again.<br />
- Base chassis cost decreased by 2k.<br />
<br />
- SparrowHawk<br />
- Increased ticket cost from 2 to 3.<br />
<br />
- Loki<br />
- Decreased base chassis cost by 2k.<br />
- Build rule change: All electronics (including LAMS) are half cost. <br />
- All Lokis now come with free Eoptics. <br />
<br />
- Catapult<br />
- Decreased base chassis cost by 2k.<br />
<br />
- Uziel<br />
- Decreased the physical size of the Uziel torso on the X axis by ~20%, resulting in a smaller profile and appearance closer to that of a 50 ton mech rather than a 55 ton. Hit boxes have been reduced to match.<br />
- Increased base chassis cost by 5k.<br />
<br />
- Morrigu<br />
- Repainted standard paint scheme from black to metal grey to allow for camos to actually show up.<br />
<br />
------ GAME FLOW ------<br />
<br />
- Locust IIC ticket cost set at 3 tickets.<br />
- Commando ticket cost set at 2 tickets.<br />
- Hellhound ticket cost set at 8 tickets.<br />
<br />
- Tier List Changes<br />
Chevy 4->2<br />
Mithras 2->1<br />
Commando 3<br />
Harasser 1->2<br />
LocustIIC 4<br />
Hellhound 8<br />
Partisan 5->6<br />
Oro 9->6<br />
<br />
----- AUDIO ------<br />
- All missiles get engine sounds with increased audible range, differying by missile type<br />
- No more audio stealth for VTOLS<br />
- New weapons sound for Heavy Machine Gun<br />
<br />
---- VISUALS -----<br />
- New effect for BPOD explosion<br />
<br />
------ MAPS ------<br />
<br />
- Reverted TC_IvoryTower to 8-bay forward hangars<br />
- Dune: fixed terrain clipping in Clan main hangar <br />
- Harvest: Added extra AA turrets to main airbases <br />
- Outskirts: Attempt to fix the issue when rep/rearm stops working after nukes near center/north/south bases<br />
</pre><br />
===0.10.3===<br />
'''Release date:''' 8 January 2019<br><br />
'''Standalone:''' Yes<br><br />
'''Changelog:'''<br><br />
<pre class="mw-collapsible mw-collapsed"><br />
Version 0.10.3<br />
-----------------------------------------<br />
--------- KNOWN ISSUES - 0.10.3 ---------<br />
-----------------------------------------<br />
<br />
------ GAMEPLAY -------<br />
<br />
- 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! :)<br />
- 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.<br />
- The Oro and Rommel cannot turn while reversing. <br />
- Air LBX does not collide with mechlegs<br />
- 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.<br />
- When left empty, each BA SRM tube needs to be manually reloaded (can be initiated by using the fire button)<br />
- BA hardmount MG cannot be fired during SRM reload while the SRM are selected<br />
- BA arm remains in position when hardmount MG is expended - weapon switch clears it<br />
- BA hardmount MG triggers "reloading" state on one of the SRM indicators when they are selected<br />
- BA hardmount MG is not yet textured. <br />
- BA hardmount MG lacks a muzzleflash effect. (it was heavily bugged) Tracers still work properly, however. <br />
<br />
---- GAME SYSTEMS -----<br />
<br />
- Crashes can happen. Workarounds are available in the Troubleshooting guide.<br />
- 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.<br />
<br />
-------- MAPS ---------<br />
<br />
- TC_Palisades: Both ASF factories will only build one ASF at a time.<br />
<br />
-------- HUD ----------<br />
<br />
- Certain HUD elements might overlap other UI elements.<br />
- BA SRM ammo counter does not update until the weapon was selected and the reload on them was triggered once<br />
<br />
------ CONTROLS -------<br />
<br />
- 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<br />
<br />
-----------------------------------------<br />
------------- HOTFIX 0.10.3 ------------<br />
-----------------------------------------<br />
<br />
------ BUG FIXES ------<br />
<br />
- Prevented special characters from being used in player nicknames<br />
- This is needed to fix a known crash<br />
</pre><br />
===0.10.2===<br />
'''Release date:''' 5 January 2019<br><br />
'''Standalone:''' Yes<br><br />
'''Changelog:'''<br><br />
<pre class="mw-collapsible mw-collapsed"><br />
Version 0.10.2<br />
-----------------------------------------<br />
--------- KNOWN ISSUES - 0.10.2 ---------<br />
-----------------------------------------<br />
<br />
------ GAMEPLAY -------<br />
<br />
- 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! :)<br />
- 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.<br />
- The Oro and Rommel cannot turn while reversing. <br />
- Air LBX does not collide with mechlegs<br />
- 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.<br />
- When left empty, each BA SRM tube needs to be manually reloaded (can be initiated by using the fire button)<br />
- BA hardmount MG cannot be fired during SRM reload while the SRM are selected<br />
- BA arm remains in position when hardmount MG is expended - weapon switch clears it<br />
- BA hardmount MG triggers "reloading" state on one of the SRM indicators when they are selected<br />
- BA hardmount MG is not yet textured. <br />
- BA hardmount MG lacks a muzzleflash effect. (it was heavily bugged) Tracers still work properly, however. <br />
<br />
---- GAME SYSTEMS -----<br />
<br />
- Crashes can happen. Workarounds are available in the Troubleshooting guide.<br />
- 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.<br />
<br />
-------- MAPS ---------<br />
<br />
- TC_Palisades: Both ASF factories will only build one ASF at a time.<br />
<br />
-------- HUD ----------<br />
<br />
- Certain HUD elements might overlap other UI elements.<br />
- BA SRM ammo counter does not update until the weapon was selected and the reload on them was triggered once<br />
<br />
------ CONTROLS -------<br />
<br />
- 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<br />
<br />
<br />
-----------------------------------------<br />
------------- VERSION 0.10.2 ------------<br />
-----------------------------------------<br />
<br />
------ BUG FIXES ------<br />
<br />
- Fixed a crash caused by the chat system<br />
- Madcat Prime now recieves its two free tons from previous CLRM build rule changes.<br />
- Fix for missing textures on Vulture torso. <br />
- Fix for BA SRMs rarely registering hits, they should now always hit reliably. <br />
- Fix for RearFiringLaser visual beam not reaching to its full 500m.<br />
<br />
---- GAME SYSTEMS -----<br />
<br />
- Hatch escape timer globally reduced from 3.5 seconds to 2 seconds.<br />
- Hatch escape timer has been removed from the APC.<br />
- 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.<br />
- Battle Armor now have a hardmounted Machine Gun which can be fired by pressing Mouse 2 (old grenade throwing button).<br />
- Activated BA spawning onto infantry bays for the Hephaestus and Goblin.<br />
<br />
------ GAMEPLAY -------<br />
<br />
- AC2 moved to AP ammo to match the other standard ACs.<br />
- ATM [HE] lock time reduced to 0.6 from 1 second.<br />
- Decreased the spread cone of ATM-3 [HE] launcher to improve accuracy.<br />
- BA Recoilless Rifle animation sped up to more closely match mPPC raise time. <br />
<br />
- The BA Recoilless Rifle now has Armor piercing capabilities against tanks, hovercraft, and aircraft. Damage modifiers are as follows:<br />
<br />
- Tanks: 2.25x against side armor<br />
- 3x against back armor<br />
- 1.5x against turret armor<br />
<br />
- Hovercraft: 1.3x against side armor<br />
- 1.6x against back armor<br />
- 1.15x against turret armor<br />
<br />
- The LT, Huit, and Mithras are considered hovercraft for these modifiers. The APC is not affected.<br />
<br />
- Vtols: 1.6x<br />
<br />
- ASF: <br />
- Light 1.75x<br />
- Medium 2x<br />
- Heavy 2.25x<br />
- Assault 2.5x<br />
<br />
- Increased damage of PointDefenseSystem and doubled its HP to prevent it from being destroyed so quickly.<br />
- Restored full explosive area of Air_MRMs to match ground MRMs.<br />
- Improved BA Grenade Launcher fire rate and explosive radius. Increased the speed and drop of the grenade.<br />
- Slightly improved the agility of MRM tracking.<br />
- Reworked BA Small Pulse laser to continuously fire, also reworked damage.<br />
- Reduced light kinetic modifier against VTOLs from 1.9x to 1.6x<br />
- Reduced Mgunammo mass so they don't push hovers as much<br />
- Increased TAG range from 1300m to 1350m.<br />
- Decreased HAG range from 1250m to 1200m.<br />
- Increased Light Gauss range from 1200m to 1250m.<br />
- Increased MRM damage from 78 to 82.<br />
- BA armor regen delay increased to 5 seconds from 3.<br />
- Moved some armor from Cauldron-Born Externals to its Side torsos.<br />
- Moved some armor from Argus side torsos onto its Arms.<br />
- Improved the turning ability of the Bushwacker.<br />
- Reduced cost of BASRM ammo from 2k to 1k.<br />
- Reduced BA health and Armor regeneration rate by 25%<br />
<br />
- Thanatos Build rules tweaks: <br />
- Thanatos now received free hard mounted GECM. <br />
- Standard and Improved Jump Jets prices and tonnages halved for the Thanatos.<br />
<br />
- 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.<br />
<br />
- Ryoken Build rules tweaks:<br />
- 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)<br />
- Ryoken now no longer recieves a free heatsink.<br />
- Ryoken now counts as 10 tickets from 11.<br />
<br />
- Ryoken <br />
- adjusted torso hitboxes on upper torso to match the shape of the lower torso (cockpit canopy).<br />
<br />
- Hawkmoth Build rules tweak: <br />
- Moved Hawkmoth engine to STD from ICE to match Donar as its base chassis price was already set up for STD engine.<br />
- Hawkmoth gained 1.5 tons of podspace, all of which went into better weapons to help it keep up with the Donar.<br />
<br />
- Huit:<br />
- Moved to Clan FF armor from standard armor to improve its durability.<br />
- Increased base chassis price by 6k. <br />
- Redistrubuted armor to areas more likely to be hit.<br />
<br />
- Mauler:<br />
- Base chassis price decreased by 3k.<br />
- Improved the max yaw from 90 degrees to 135 <br />
- Increased armor on CT slightly.<br />
<br />
---- AUDIO CHANGES ----<br />
<br />
- Vehicle based weapons are audible for close to 1km from the source. Locate your enemy by the sound of the carnage.<br />
<br />
- ASF engine sounds changed so that when a player throttles down the plane doesn't get near total audio stealth<br />
<br />
- Heavy Small and Heavy Medium Laser play charge sounds again <br />
<br />
-------- MAPS ---------<br />
<br />
- TC_IvoryTower: Removed erroneous Assault class builds from forward bases (this was never intended)<br />
<br />
--------- VFX ---------<br />
<br />
- Adjusted BASRM missile particles to look more like SRMs and less like Tbolts. <br />
</pre><br />
<br />
===0.10.1===<br />
'''Release date:''' 27 October 2018<br><br />
'''Standalone:''' Yes<br><br />
'''Changelog:'''<br><br />
<pre class="mw-collapsible mw-collapsed"><br />
Version 0.10.1<br />
--------------<br />
<br />
--- KNOWN ISSUES - 0.10.1 ---<br />
<br />
------ GAMEPLAY -------<br />
<br />
- 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! :)<br />
- 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.<br />
- The Oro and Rommel cannot turn while reversing. <br />
- Air LBX does not collide with mechlegs<br />
- 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.<br />
- When left empty, each BA SRM tube needs to be manually reloaded (can be initiated by using the fire button)<br />
<br />
---- GAME SYSTEMS -----<br />
<br />
- Crashes can happen. Workarounds are available in the Troubleshooting guide.<br />
- 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.<br />
<br />
-------- MAPS ---------<br />
<br />
TC_Palisades: Both ASF factories will only build one ASF at a time.<br />
<br />
-------- HUD ----------<br />
<br />
- Certain HUD elements might overlap other UI elements.<br />
- BA SRM ammo counter does not update until the weapon was selected and the reload on them was triggered once<br />
<br />
------ CONTROLS -------<br />
<br />
- 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<br />
<br />
-----------------------------------------<br />
------------- VERSION 0.10.1 ------------<br />
-----------------------------------------<br />
<br />
------ BUG FIXES ------<br />
<br />
- Possible fix for slowed economy<br />
- Removed melee attack from BA Recoilles Rifle and from BA MP-PPC (caused a crash when used)<br />
- Fixed Hollander unable to buy Thunderbolt 5 ammo<br />
- Fixed Rusalka F not able to buy bomb reloads<br />
- Fixed Rusalka B being able to buy bomb reloads (was not intended)<br />
- Fixed all aircraft exiting / ejecting issues<br />
- Fixed incorrectly reported BHP / BAP equipment on the HUD<br />
- Fixed overheat/ low charge alarm for weapons not playing<br />
- Fixed not being able to buy ammo from forward bases<br />
- Fixed Goblin spawning underground when bought in a forward base<br />
- Fixed BAP/BHP showing up wrong in the HUD<br />
- Really fixed flame daisy chain from damaged turrets<br />
<br />
- TC_Palisades: <br />
- Fixed an issue where BA could not capture a base<br />
- Fixed runway repair bugs <br />
- Fixed IS VTOL spawn-in-hangar bug<br />
<br />
---- GAME SYSTEMS -----<br />
<br />
- New server cvar: sv_stats_logfile (default value: 1)<br />
- 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<br />
- Setting it to 0 will make the server stop writing stat logfiles<br />
<br />
------ GAMEPLAY -------<br />
<br />
- Increased safe explosion distance for BA SRMs<br />
- This reduces likeliness of BA killing themselves when firing their own SRMs<br />
<br />
- BA Recoilless rifle balance tweak<br />
- Increased rate of fire by 50%<br />
- Decreased damage by 50%<br />
- Decreased bullet speed by 33% (900 to 600 m/s)<br />
<br />
- BA MP-PPC balance tweak<br />
- Increased rate of fire by 38%<br />
- Decreased damage by 38%<br />
<br />
- Override is now a switch and can be enabled / disabled any time<br />
- Overheat movement penalties are now applied to the actual max speed of the asset, not to the throttle<br />
- This will prevent overheat penalties to mess with the current throttle value<br />
<br />
- Overheat penalties timer reduced from 4 to 2 seconds<br />
<br />
---- AUDIO CHANGES ----<br />
<br />
- Added new overheat alarm sound<br />
- Added new overheat warning message when reaching the yellow zone on the heat indicator<br />
- Changed Pulse Laser and XPulse Laser impacts sounds to be more in line with the general atmosphere of MWLL<br />
- Heavy laser fire sound pitch brought in line more with their individual type<br />
<br />
-------- MAPS ---------<br />
<br />
TC_Palisades: <br />
- Moved western BA spawn closer to mechbays.<br />
- Added forbidden areas inside main factories for opposing teams. <br />
<br />
TC_IvoryTower: Fixed 4-bays factories<br />
<br />
TC_StoneRose: Removed duplicate spawnpoint icons<br />
<br />
--------- VFX ---------<br />
<br />
- Added trail VFX for Recoilless Rifle bullet<br />
</pre><br />
<br />
===0.10.0===<br />
'''Release date:''' 19 October 2018<br><br />
'''Standalone:''' Yes<br><br />
'''Changelog:'''<br><br />
<pre class="mw-collapsible mw-collapsed"><br />
Version 0.10.0<br />
--------------<br />
<br />
--- KNOWN ISSUES - 0.10.0 ---<br />
<br />
<br />
------ GAMEPLAY -------<br />
<br />
- 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! :)<br />
- 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.<br />
- The Oro and Rommel cannot turn while reversing. <br />
- Air LBX does not collide with mechlegs<br />
- 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.<br />
- When left empty, each BA SRM tube needs to be manually reloaded (can be initiated by using the fire button)<br />
<br />
---- GAME SYSTEMS -----<br />
<br />
- Crashes can happen. Workarounds are available in the Troubleshooting guide.<br />
- 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.<br />
<br />
-------- HUD ----------<br />
<br />
- Certain HUD elements might overlap other UI elements.<br />
- BA SRM ammo counter does not update when SRMs are not selected<br />
<br />
------ CONTROLS -------<br />
<br />
- 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<br />
<br />
<br />
<br />
------ BUG FIXES ------<br />
<br />
- Battle Armor damage modifiers are correctly working now, this means machine guns do the correct amount of damage to Battle Armor<br />
- Fixed SA and LMS game mode kills being always logged as teamkills when sv_logKills is set to 1<br />
- Fixed an issue where the vehicle turrets (AMS were unaffected) would fire when the left mouse button is pressed<br />
- Fixed 3rd person view being available in the APC passenger seat<br />
- Fixed Rusalka showing outdated paperdoll<br />
- Fixed Anubis cockpit hitbox not following the torso as it moves<br />
- Fixed Thor and Loki not exploding and going critical on destruction<br />
- Fixed Osiris explosion<br />
- Fixed Chevalier turret speed<br />
<br />
---- GAME SYSTEMS -----<br />
<br />
- e_clouds setting has been locked to 1 for gameplay reasons<br />
- Rangefinder max distance doubled to 3000m <br />
- Both server and client will print the MWLL version and revision at startup in the log now<br />
- 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.<br />
- A log message will warn you when you try to change your name in a server where player renaming is disabled<br />
<br />
------ GAMEPLAY -------<br />
<br />
- ASF and VTOL ejector seats now actually push you out like actual ejector seats<br />
<br />
- 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.<br />
- BA now have inertia, instant strafing is no longer possible<br />
- BA jumpjets use a new performance curve, jump setting side to side and forward more responsive, <br />
- BA jumpjets refuel delay reduced from 1.5 to 1 second<br />
- BA jumpjets max fuel slightly increased<br />
- Decreased air resistance and floatiness<br />
- BA SRM ammo is now limited to 8 in the players inventory + 1 loaded in each tubes (10 total)<br />
- BA grenades have been removed<br />
- Stocked BA SRM ammo will be removed when entering in a vehicle driver seat (APC is excluded from this)<br />
<br />
- Weapon changes<br />
- Flamer: heat damage slightly reduced<br />
<br />
- New weapons:<br />
- Light Machine Gun (replaces Bear AC)<br />
- Medium Machine Gun (replaces BA AC2)<br />
- Medium Grenade Launcher<br />
- Medium Recoilless Rifle<br />
- BA pulse laser<br />
<br />
- Rework of the vehicle interaction system<br />
- 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<br />
- 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.<br />
- Vehicles that come with an ejection systes are: Mechs, ASFs and VTOLs<br />
- Vehicles that DO NOT come with an ejection system are: Tracked and wheeled tanks, Hovercraft, APCs and Long Toms<br />
- By pressing the interaction ("F" by default) key while the engine is running, the ejection system will be activated, if present and not already used.<br />
- 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.<br />
- 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.<br />
- Shutting down will force the asset to stop, and lock all the controls for the whole duration of the sequence, which is 3 seconds<br />
- Shutting down during a jump is not possible anymore<br />
<br />
- 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. <br />
- We distinguish 4 different heat levels: safe, danger and overheat and off scale<br />
- In the safe zone (below the yellow line), the mech will never shutdown nor will take any heat damage<br />
- 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)<br />
- 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<br />
- Max speed cut to 45%<br />
- Weapons, jump jets and MASC / boost are disabled<br />
- Override will NOT prevent the movement penalties from being applied (weapon lock will be removed if you engage override)<br />
- 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.<br />
- As soon as the shutdown sequence kicks in, the vehicle will gain a 65% protection against heat damage.<br />
- After an auto-shutdown the vehicle won't be able to power up for 8 seconds.<br />
- As flying assets don't have an auto shutdown system, they won't be protected by this security system.<br />
- 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.<br />
- Vehicle and the heatsinks will always take full damage from overheating when override is active, which can be fatal in the red zone.<br />
- Single heatsinks will sustain much more heat damage than double heatsinks<br />
- When reaching the off scale point (900 degrees) the vehicle will immediately shut down.<br />
<br />
- Selling vehicles is not possible anymore in LastManStanding and SolarisArena game modes<br />
- Mounted turrets now will focus the currently selected target, if it's shootable, rather than engaging the closest one<br />
<br />
------ NEW ASSETS ------<br />
<br />
- New Goblin 45 ton tracked tank with a single infantry bay. The bay has no spawn ability<br />
- New slimmer torso and new arms for the Vulture as well as a new cockpit interior<br />
<br />
-------- ASSETS --------<br />
<br />
- Tier changes:<br />
Mithras: 2, Osiris: 2, Solitaire: 4, Avar: 5<br />
<br />
- Ticket changes:<br />
Chimera: 4, Regulator: 5, Goblin 5: (new)<br />
<br />
- Hephaestus got an infantry bay without spawning ability<br />
- Sparrowhawk armor rules changed to avoid overly vulnerable bomber variants<br />
- Fafnir armor redistributed to center, left and right torso<br />
- Mithras reworked to half track, engine power increased and lateral friction decreased to improve acceleration<br />
- APC passengers are shielded from damage<br />
- Cauldron Born armor redistributed to side torsos (small amount)<br />
- Shadowcat base chassis cost reduced by 2k<br />
- Novacat Armor redistributed to arms (small amount)<br />
- Partisan tank sized up to actually being 80 tons, long barrel support added<br />
- Raven size significantly reduced especially the beak, hitboxes reworked, head hitbox size decreased<br />
- Laser-AMS repositioned on the Awesome and on the Thanatos<br />
- Huitzilopochtli mass box tweaked to alleviate sliding<br />
- Ryoken hitboxes reworked, long barrels removed so that the torso is more vulnerable from the sides<br />
- Rifleman build rules tweak, LAMS count at half weight for Rifleman, extra tonnage gained converted to armor<br />
- Thumper Rommel moved from tank build class to artillery build class<br />
- Global increase for energy and kinetic modifiers against ASF.<br />
- Different numbers per size/strength of planes still. <br />
- Generally, smaller and harder to hit planes got larger increases than larger, slower planes. <br />
- Increased kinetic-air and kinetic on Vtols<br />
- Chimera - JJs and iJJs cost one ton less on the chimera since it sits at the bottom end of the medium class.<br />
- VTOL radar detection range changed to active 1200m and passive 700m<br />
- Morrigu breaking power reduced to prevent violent breaking<br />
- Daishi, Warhawk external holder hitboxes bloat decreased<br />
- Reduced light-kinetic modifier against hovercraft from 1.5 to 1.3<br />
- Cougar base chassis cost reduced by 4.3k<br />
- Puma base chassis cost reduced by 350<br />
- Vulture Armor redistributed from arms to torso (small amount) <br />
- VTOLs damage modifiers reduced from 1.1 -> 1 (energy); 2.05 -> 1.9 (lightkinetic); 1.4 -> 1.2 (kinetic); 1.75 -> 1.2 (heavykinetic)<br />
- Solitaire armor reduced by half a ton to remove the extra rmor it recieved from its unhittable(bugged) cockpit.<br />
- Solitaire Backtorso armor reduced to bring it in line with the max allowed percentage present on all other mechs (0.7->0.6) <br />
<br />
Variant tweaks by asset<br />
<br />
- Ares Prime<br />
- Argus C<br />
- Avatar D, F<br />
- Atlas B<br />
- Awesome A, B<br />
- Blood Asp A, D, F<br />
- Blacklanner E, G<br />
- Bushwacker G<br />
- Cauldron Born B<br />
- Chevalier D<br />
- Chimera B, G, E<br />
- Cougar A<br />
- Daishi A, B, C, G<br />
- Demolisher Prime, C<br />
- Donar C<br />
- Epona A, C<br />
- Fafnir A, C, D, E, F<br />
- Harasser G<br />
- Hawkmoth C<br />
- Hephaestus A<br />
- Hollander C<br />
- Huitzilopochtli Prime<br />
- Loki A<br />
- Madcat Prime, D, F<br />
- Madcat MKII A, F, G<br />
- Masakari E<br />
- Mithras C, D<br />
- Morrigu Prime<br />
- Novacat B<br />
- Osiris B, E<br />
- Partisan E<br />
- Puma G<br />
- Raven E<br />
- Regulator Prime, A, B, C, D<br />
- Rifleman Prime<br />
- Rommel C<br />
- Ryoken A<br />
- Shadowcat B<br />
- Solitaire G<br />
- Sulla G<br />
- Thor Prime<br />
- Uller Prime, G<br />
- Visigoth F<br />
- Vulture Prime, C<br />
- Xerxes A, G<br />
<br />
------ WEAPON CHANGES ------<br />
<br />
- ATM-Standard lockon time to 0.9/1.2/1.5/1.8 from 1/1.3/1.6/2.0 seconds<br />
- UAC/10 overheat time decreased to match UAC/20 DPS<br />
- UAC/10 price increased by 2k<br />
- Removed impulse recoil from UAC5 to help hovercraft handling<br />
<br />
- Machine gun:<br />
- Damage increased from 2 to 3.5<br />
- Overheat time reduced to 8 from 12<br />
- Spread halved<br />
- Damage dropoff increased from 300m to 1.9 damage at 1600m<br />
<br />
- MRMs<br />
- Increased recycle time of MRM20/30/40 to match LRM10/15/20 timings. <br />
- Firerate slowed down to 1200 rpm to hopefully alliviate some hit detection issues<br />
- Normalized firing pattern among the sizes<br />
<br />
- ERPPC: price decreased to 8k from 9k cbills<br />
<br />
- Thumper:<br />
- Reduced ROF to 9 from 10<br />
- Ammo per ton reduced to 8 from 15<br />
- Price increased by 7k<br />
<br />
- HAG: Spread lowered (havled on the HAG/20)<br />
- Sped up recharge time on the HAG/30 by one second<br />
- Sped up recharge time on the HAG/20 by two seconds.<br />
<br />
- RAC/5: <br />
- Spread tightened to RAC2 levels. <br />
- Damage fall off now begins at 650 instead of 500.<br />
<br />
- AC/5: moved to high explosive ammo<br />
- Clan LRM 15: decreased to 5.5 tons from 6. <br />
- Clan LRM 20: decreased to 7 tons from 8.<br />
- Heavy Gauss (Air): charge time increased from 1 to 1.5 seconds<br />
- Clan UAC2 price increased by 200<br />
<br />
---- NEW EQUIPMENT ----<br />
<br />
- New Point-Defense-System turret that shoots Battle Armors exclusively (mounted on Goblin and other tanks)<br />
<br />
---- AUDIO CHANGES ----<br />
<br />
- Betty sound "Shutting Down" is played on all the vehicles now<br />
- New additions to the sound system to curb volume bloat with the exception of automatic weapons for technical reasons<br />
- EQ filter removed from Clan assault mech run sound to get rid of distorted hum when many of them are close together<br />
- Added pressure wave crackle to ASF engine sound<br />
- Added new victory and defeat transmission for Innersphere. Clan transmissions get more variations<br />
- 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<br />
- Bass boost for HVAC10, HAG30, 40 and Large, ER Large, Heavy Large and Large Pulse Lasers<br />
- All Laser impacts can be now distinguished by weapon type and weapon class, works best when Laser fire sound is not audible<br />
- Rear Firing Laser has a firing sound<br />
- The manpack PPC has a charge sound indicating readiness<br />
<br />
---- VFX CHANGES ----<br />
<br />
Damaged turrets no longer create a trail of flames hanging in midair when moving.<br />
<br />
-------- HUD ----------<br />
<br />
- Small update to the map view in the ASF / VTOL HUDs<br />
- Added SRM ammo counter to the BA HUD<br />
<br />
------ NEW MAPS -------<br />
<br />
- New map: TC_Palisades<br />
- New map: TC_Outskirts<br />
- New map: added TC_StoneRose as official map<br />
<br />
----- MAP CHANGES -----<br />
<br />
- TC_ValleyForge:<br />
- Changed the location of the forward factories, <br />
- New base weight: 0.25<br />
<br />
- TC_Dune: <br />
- Layout changed<br />
- adjusted structures near repair bays<br />
- new minimap added<br />
<br />
- TC_ThunderRift: Mechtraps removed<br />
- TC_Bogs: Changed position of some objects<br />
- TC_Dustbowl: Tweaked day/night cycle to be more visible at night<br />
- TC_Inferno: Factories in side bases are now hardened against criticals<br />
<br />
------- Extras -------<br />
<br />
- New Shatter camo available in Special category<br />
- New Ghostbear Alpha camo available in Special category<br />
</pre><br />
<br />
===0.9.4===<br />
'''Release date:''' 28 April 2018<br><br />
'''Standalone:''' Yes<br><br />
'''Changelog:'''<br><br />
<pre class="mw-collapsible mw-collapsed"><br />
Version 0.9.4<br />
--------------<br />
<br />
--- KNOWN ISSUES - 0.9.4 ---<br />
<br />
<br />
------ GAMEPLAY -------<br />
<br />
- 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! :)<br />
- 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.<br />
- The Oro and Rommel cannot turn while reversing. <br />
- Air LBX does not collide with mechlegs<br />
- The Rear Firing Laser auto turret fires when mouse1 is pressed.<br />
<br />
---- GAME SYSTEMS -----<br />
<br />
- Crashes can happen. Workarounds are available in the Troubleshooting guide.<br />
- 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.<br />
<br />
-------- HUD ----------<br />
<br />
- Certain HUD elements might overlap other UI elements.<br />
<br />
------ CONTROLS -------<br />
<br />
- 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<br />
<br />
---- AUDIO ----<br />
<br />
- No cycle sounds for AC2 and 5, HVAC 2, Clan and IS UAC 5, 10 and 20 (will be fixed for live version)<br />
<br />
<br />
<br />
------ BUG FIXES ------<br />
<br />
- 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.<br />
- Air MRMs should no longer attempt to follow tags.<br />
- Added hard damage drop off at 800m on iHgauss to prevent hits past max range.<br />
- Fix for Air LBX healing or instantly killing targets.<br />
- The friendly fire red cross indicator won't show up anymore in spectator mode<br />
<br />
---- GAME SYSTEMS -----<br />
<br />
- Synchronized Voice and Chat mute<br />
- You can now mute text chat from another player by accessing the Scoreboard and using the Mute Voice Chat function or by typing "/mute playername" in the chat<br />
- Refactored logging system<br />
- Tweaked the chat log (both client and server) for better readability<br />
- Added server log messages for player kills<br />
- Added server log messages for player renames (it includes also the GamespyID)<br />
- New cvars: <br />
- sv_allowPlayerRenaming : Default is 1. If set to 0, players won't be able to rename themselves while playing<br />
- Note that players can still rename themselves by quitting the game and changing the profile name through the launcher<br />
- sv_logKills : Default is 0, if set to 1, the server will log all the player kills and deaths<br />
- Reverted server tick rate to 30hz<br />
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.<br />
<br />
------ GAMEPLAY -------<br />
<br />
- Normalized engine damage from back section damage on ground vehicles to 75% from 70% to match mech engine damage threshold.<br />
- Speed penalties for fusion tank engines reduced to 20%/40% speed reduction from 30%/60% reduction. ICE engines reduced to 20%/30%.<br />
- 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. <br />
- Decreased RAC2 heat from 1.32 to 1.1<br />
- Increased RFL damage to CERSL level from SL level. Increased range to 500m.<br />
- 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. <br />
- Slightly increased max fuel of ATMs to allow more maneuvering<br />
- Increased LPPC impact effect so it can be seen behind the tracer for better feedback on hit.<br />
- Increased splash and screenshake on LPPC<br />
- Increased inner splash of Longtom shots from 60% of total splash to 80% on all variants.<br />
- Increased radar's target detailed information gathering range from 0.8 times the radar range to the same as the radar range<br />
<br />
-------- ASSETS --------<br />
<br />
- Chevalier -<br />
Increased responsiveness of turret<br />
Tightened base turn radius to allow for tighter turning at medium to low speeds.<br />
<br />
- Oro - <br />
Increased turret yaw speed<br />
Decreased turret turning pentalty for damage<br />
Moved some armor from front to turret<br />
<br />
- Chimera - <br />
Refactored armor and moved some armor from legs to toughen the chassis<br />
<br />
- Uller -<br />
Adjusted base armor build rules to clarify how much base armor the Uller was working off of<br />
Refactored armor and moved some armor from legs to toughen the chassis<br />
Set logical amounts of armor to the different arm configurations<br />
<br />
- Mithras -<br />
Adjusted suspension for slightly smoother ride<br />
Decreased size of back armor hit box to prevent being damaged from the sides. <br />
<br />
- Osiris - <br />
Toned down cockpit screen brightness<br />
<br />
- Rommel - <br />
Halved turret yaw speed for Rommel A (Thumper) <br />
<br />
- Atlas -<br />
New Atlas F uses STD fusion engine from XL.<br />
<br />
- Huit - <br />
Improved huit traction to attempt to lessen sliding during turns.<br />
<br />
- Anubis - <br />
Moved some armor from side torsos to arms<br />
<br />
- Thanatos - <br />
Resized torso and arm geometry and hitboxes so that the thanatos is not as assault mech sized. <br />
<br />
---- GAMEFLOW CHANGES -----<br />
<br />
- Sell price increased to 65% max of asset from 50%. The hoped for economic effect of reduction to 50% was not observed.<br />
- Increased vehicle refund amount (when a players vehicle is not claimed after purchase) to 100% from 75%<br />
- Decreased maxmium negative score from various sources to help prevent insane negative score bugs<br />
- Mithras base chassis price decreased by 1.5k<br />
- Demolisher base chassis price decreased by 1.2k<br />
- Anubis base chassis price decreased by 1k<br />
<br />
<br />
---- AUDIO CHANGES ----<br />
<br />
- 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 <br />
- Increased volume of laser impacts. Volume of HAG impacts lowered to have them more in line with other impacts <br />
- Slight Chevy engine sound volume increase and made boosting on the Chevy actually audible <br />
- Sound settings of Clan light, medium, assault reactors tweaked to make the speed governed elements more audible <br />
<br />
-------- MAPS ---------<br />
<br />
- TC Oasis: lowered the hill at the IS airbase, removed repair from forward factories<br />
</pre><br />
<br />
===0.9.3===<br />
'''Release date:''' 10 March 2018<br><br />
'''Standalone:''' Hotfix<br><br />
'''Changelog:'''<br><br />
<pre class="mw-collapsible mw-collapsed"><br />
Version 0.9.3<br />
--------------<br />
<br />
--- KNOWN ISSUES - 0.9.3 ---<br />
<br />
GAMEPLAY<br />
- 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! :)<br />
- 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.<br />
- 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.<br />
- The Oro and Rommel cannot turn while reversing. <br />
- The Rear Firing Laser auto turret fires when mouse1 is pressed.<br />
<br />
GAME SYSTEMS<br />
- Crashes can happen. Workarounds are available in the Troubleshooting guide.<br />
- 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.<br />
<br />
HUD<br />
- Certain HUD elements might overlap other UI elements.<br />
<br />
CONTROLS<br />
- 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<br />
<br />
<br />
--- GAME SYSTEMS ---<br />
- Reverted the network related changes made from 0.9.1 to 0.9.2<br />
</pre><br />
<br />
===0.9.2===<br />
'''Release date:''' 3 March 2018<br><br />
'''Standalone:''' Yes<br><br />
'''Changelog:'''<br><br />
<pre class="mw-collapsible mw-collapsed"><br />
Version 0.9.2<br />
-------------<br />
<br />
--- KNOWN ISSUES ---<br />
GAMEPLAY<br />
- 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! :)<br />
- 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.<br />
- 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.<br />
- The Oro and Rommel cannot turn while reversing. <br />
- The Rear Firing Laser auto turret fires when mouse1 is pressed.<br />
<br />
GAME SYSTEMS<br />
- Crashes can happen. Workarounds are available in the Troubleshooting guide.<br />
- 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.<br />
<br />
HUD<br />
- Certain HUD elements might overlap other UI elements.<br />
<br />
CONTROLS<br />
- 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<br />
<br />
<br />
--- BUG FIXES ---<br />
- 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.<br />
- TC_Oasis can be loaded at any graphic settings now. <br />
- Laser impact particle fixed so impact sound does now play<br />
- TAG no longer plays fire sound on target of the tagging<br />
- Turbine sounds on ASF no longer randomly change in pitch in cockpit but are instead bound to the throttle setting<br />
- Fixed an error in an effects call in CL_Cougar_Mech.xml<br />
- Atlas side torsos on XL engine models now have the correct transfer rate<br />
- Fixed missing left particle bone for standard medium jumpjets<br />
<br />
--- GAME SYSTEMS ---<br />
- Gameserver admins now will be able to add maps without having to restart the gameserver by using this console command: map_dir_rescan<br />
- Improved network performance of Thumper ammo<br />
- Attempt to improve general network performance and reduce rubberbanding issues<br />
- Fixed 32 bit client not starting up in some cases<br />
- "Show all objectives" command logic reworked<br />
- It now acts as a switch, not as a button anymore. Pressing "o" key will show / hide map objectives in the HUD<br />
- It's disabled by default, but it's possible to load a custom setting by setting "hud_showAllOnScreenObjectives" cvar in the User.cfg file.<br />
- Added server log message when a team runs out of tickets<br />
<br />
--- GAMEPLAY CHANGES ---<br />
- ASF based kinetic weapons (UAC10/ UAC5 and RAC5) moved from energy modifier to kinetic-air modifier.<br />
-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<br />
- 1.4x EMP damage modifier added to ASF to increase damage from PPCs<br />
- 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.<br />
- Hovercraft internal health increased to a factor of 645x10% tonnage from 500x10% tonnage<br />
- Removed transfer rate modifier from the Front armor of Hovercraft into internals, it is now 1.0x from 1.6x<br />
- 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.<br />
- ASF damage effect changes: <br />
-Engines now no longer fail completely when destroyed but go at a fraction of the speed like ground vehicles. <br />
-All weapons and bombs attached to wings now fall off if the wing is destroyed. <br />
-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.<br />
-Lost parts cannot be repaired.<br />
- 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.<br />
<br />
--- NEW ASSETS ---<br />
- Mithras Clan Light Tank (25t)<br />
- Anubis Inner Sphere Light Mech (30t)<br />
- Rusalka Inner Sphere Heavy Aerospace (65t)<br />
<br />
--- NEW WEAPONS ---<br />
- Air_LBXes: increased pellet spread and added explosive pellets for better performance against ground targets and other ASF. Increased damage against ASF and Vtols.<br />
- 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. <br />
- Rear Firing Laser: auto defense laser mounted on the back of the xerxes and shiva giving them some self defense against fighters. <br />
<br />
--- ASSETS ---<br />
- All Tanks -<br />
- Brakes finally invented!<br />
All tanks should now have properly functioning brakes.<br />
- Deploy speed threshold increased from 0.36 kph to 3.6 kph<br />
<br />
- Anubis -<br />
- Includes Stealth armor as a unique attribute.<br />
- Detectability radius decreased to 350m when active, giving superior sneaking abilities.<br />
- However, as a draw back, the Anubis does not support coolant. (the system needs to be sealed, or some such thing)<br />
<br />
- Mauler -<br />
- Increased turn rate<br />
- Increased acceleration<br />
- Increased backpedal speed<br />
<br />
- Masakari -<br />
- Increased turn rate<br />
- Increased acceleration<br />
- Increased backpedal speed<br />
- Included missing free heatsink it should've been receiving based off engine size<br />
<br />
- Bushwhacker - <br />
- Increased acceleration <br />
<br />
- Uziel -<br />
- Increased max yaw from 120 degrees to 130<br />
<br />
- Thor - <br />
- Standard armor increased to 10.5 tons CFF<br />
- Increased turn rate to match the Loki.<br />
<br />
- Argus -<br />
- Increased CT hitbox to cover entire central canopy<br />
- Halved acceleration rate<br />
- Decreased turn rate to match the bushwacker<br />
- Max Yaw decreased to 100 degrees from 140 degrees<br />
<br />
- Madcat -<br />
- 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.<br />
<br />
- Rommel - <br />
- Increased lower pitch limit from -4 degrees to -6 degrees<br />
- Tweaked collusion mesh to help permit side armor skirts getting stuck on terrain<br />
<br />
- Long tom Tank -<br />
- Decreased Turret Yaw limits by 10 degrees.<br />
<br />
- Epona -<br />
- Removed side armor hitboxes from the sides of the epona cockpit canopy at the front.<br />
<br />
- Chevalier - <br />
- Applied inertia to turret so that it cannot helicopter at extreme speeds anymore<br />
- 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<br />
<br />
- Ryoken - <br />
- Fixed missing hitboxes for the tips of lasers mounted in the side torsos, before these would eat shots. <br />
- Max Yaw decreed to 100 degrees from 110 degrees<br />
- Added cockpit Art.<br />
<br />
- Catapult -<br />
- Decreased cockpit hitbox size<br />
<br />
- Osiris - <br />
- Added cockpit Art.<br />
<br />
- Xerxes -<br />
- Updated material to improve art quality.<br />
- Added cockpit Art.<br />
- Possible help for pilot splat bug on landing?<br />
<br />
- Avar - <br />
- Updated material to improve art quality.<br />
<br />
--- WEAPONS ---<br />
- Bisect of previous air_MRM nerf to bring it to 15% reduction in blast radius rather than 30%<br />
- Increased speed of LBX pellets from 1800 to 2600<br />
- Removed Light kinetic modifier from UAC5<br />
- Increased tracking speed of CLRM but increased cloud spread<br />
- Increased Tbolt-20 ammo per clip from 4 to 5<br />
- Decreased spread on HAGs slightly, smaller HAGs have tighter spread<br />
- HVAC10 splash increased to be greater than AC10 but still less than AC20<br />
- Slight increase to AC/10 and HVAC/10 splash damage.<br />
- Increased HVAC10 ROF from 20 to 22.5 (from 3 seconds to 2.66 seconds)<br />
- 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%.<br />
- Decreased and normalized all NARC lifetimes to 25 seconds from 30/38 seconds for (c)narc/inarc respectively<br />
- Increased ROF on AC/5 from 11.45 to 13 (from 5.2 seconds to 4.6 seconds)<br />
- Restored prenerf AIR_SSRM ROF back to 350.<br />
- Heavy laser damage and heat decreased by 6%. They were "overjuiced" 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.<br />
- Thumper Artillery Speed increased from 550 to 700<br />
<br />
--- BUILD RULES CHANGES ---<br />
- Tbolt-20s are not considered 12 tons from 13 tons<br />
- The Thor now has fixed iJJs at the weight and cost of JJs.<br />
- Ground based UAC2s now count as one ton less. Clan UAC2 to 4 tons from 5 / UAC2 from 6 tons to 5<br />
<br />
--- GAMEFLOW CHANGES ---<br />
- The Novacat, Warhammer, Oro, and Rommel are now available to buy at forward bases.<br />
- Since the Warhammer can now build forward, increased the Fusion engine on the Prime by 6k in order to prevent early spam<br />
- Increased Argus base chassis cost by 3k<br />
- Reduced Shiva base chassis cost by 1k<br />
- Increased Oro base chassis price by 5k<br />
- Ticket Values for some assets tweaked : <br />
{ Stormcrow 10->11 }<br />
{ Loki 10->9 }<br />
{ Epona 7->6 }<br />
{ Regulator 7->6 }<br />
{ Anubis 3 }<br />
{ Rusalka 8 }<br />
{ Mithras 2 }<br />
- 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 <br />
The tiers are now as follows:<br />
{ IS_Harasser=1, CL_Hephaestus=4, IS_Chevalier=4, CL_Mithras=4, CL_Donar=4, IS_Hawkmoth=4, IS_SparrowHawk=3, ALL_Apc=1, <br />
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,<br />
<br />
CL_Stormcrow_Mech=10, CL_Blacklanner_Mech=9, IS_Bushwacker_Mech=7, IS_Chimera_Mech=5, IS_HollanderII_Mech=5, <br />
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,<br />
<br />
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, <br />
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, <br />
IS_LongTomTank=16, CL_Oro=9, CL_Huitzilopochtli=12, CL_Visigoth=9,<br />
<br />
IS_Fafnir_Mech=16, CL_Daishi_Mech=16, IS_Awesome_Mech=13, IS_Atlas_Mech=15, IS_Mauler_Mech=11, <br />
CL_MKII_Mech=15, CL_Bloodasp_Mech=16, CL_Masakari_Mech=14, CL_Morrigu=15, IS_Shiva=13, CL_Xerxes=15 }<br />
- 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)<br />
<br />
--- HUD ---<br />
- Rework of the Mech and Tank radar scopes. Hexagon-styled noise removed and increased size a bit<br />
- Increased opacity for Mech and ASF radar scopes<br />
- The Landing gear indicator of the Aero HUD now will distinguish between 3 states of the landing gear: deploying, deployed, retracting<br />
<br />
--- AUDIO CHANGES ---<br />
- Added engine and reactor sound for new Clan tank Mithras<br />
- Added engine and reactor sound for new IS mech Anubis<br />
- Added engine and reactor sound for new IS ASF Rusalka<br />
- Added fire sound for new weapon LPPC<br />
- Complete rework of ASF engine sounds in first and third person<br />
- Added special cockpit sounds for ASF engines which are filtered to sound like they are coming from behind the cockpit. Works best with headphones.<br />
- Spin down sound from Air Gauss removed<br />
- Change to close explosion sounds dropping high frequency sounds sooner<br />
- Added new start up sounds and shutdown sounds and run sounds for Clan Mechs, small alteration to now IS shutdown sound<br />
- Added unique turbine sound for Hawkmoth and Donar VTOL<br />
<br />
--- VFX CHANGES ---<br />
- Added new effect for LPPC weapon<br />
- Added new effect for destroyed wings on ASFs<br />
- Added new effect for damaged ASF engines<br />
- Added new effect for destroyed ASF engines<br />
- 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<br />
<br />
--- MAPS ---<br />
UPDATES<br />
- 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<br />
- TC Inferno: fixed mechtrap; forbidden area timer increased<br />
- TC Mirage: center base icon fixed, does not show mechfactory anymore; adjusted the position of the repair bays to prevent stuck<br />
- 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<br />
- TC IvoryTower: forbidden area timer increased<br />
- TC Altay: fixed the icon of the VTOL base<br />
- 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<br />
- TC Bogs: LT available; changed the layout and increased the sizes of the capzones significantly<br />
- TC Forsaken: LT available<br />
- 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<br />
- TC Frostbite: changed base layout, the 3 western bases are now closer to center; adjusted base weights<br />
<br />
--- MISC ---<br />
- Fixed a shader bug that would occur when a specific console command is used before buying certain assets<br />
- Updated green and blue solid paints</pre><br />
<br />
===0.9.1===<br />
'''Release date:''' 28 October 2017<br><br />
'''Standalone:''' No<br><br />
'''Changelog:'''<br><br />
<pre class="mw-collapsible mw-collapsed">Version 0.9.1<br />
-------------<br />
<br />
--- KNOWN ISSUES ---<br />
<br />
GAME SYSTEMS<br />
- At the first launch, the game might give you a warning for modified files, and therefore crash. Workaround is just to restart the game. <br />
<br />
LAUNCHER<br />
- All the manual changes made to Server.cfg will be lost if you use the Sever Configuration prompt of the Launcher.<br />
<br />
GAMEPLAY<br />
- Pulse lasers occasionally fire an additional laser pulse<br />
- "Pilot Splat Syndrome": 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.<br />
- 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<br />
- Rommel and Oro tank can not steer while reversing<br />
<br />
MAPS <br />
- In order to be able to play on TC_Oasis, you must set the Object Quality setting at least to "Medium"<br />
<br />
HUD<br />
- Certain HUD elements might overlap other UI elements<br />
<br />
CONTROLS<br />
- 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<br />
<br />
------ BUG FIXES ------<br />
<br />
- Brake fixed on Rommel and Oro tank<br />
- Solitaire cockpit hitbox increased<br />
- Fixed Thumper impact sound not playing because of a damaged playback control file<br />
- 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<br />
- Fixed Machine gun drop-off sound intermittently playing too loud<br />
- Medium lasers are now using the correct recharge sound<br />
<br />
--- GAMEPLAY CHANGES ---<br />
<br />
- Avatar Prime variant updated<br />
- Hollander E variant updated<br />
- Raven C variant updated<br />
- Sparrowhawk C,D and E variants updated<br />
- Air UAC5 and UAC10 damage and explosive area increase to bring them to correct ratios with the air UAC20<br />
<br />
--- GAMEFLOW CHANGES ---<br />
<br />
- Solitaire Base Chassis cost increased by 2k<br />
<br />
--- MAP UPDATES ---<br />
<br />
- Warning message added to loadscreen of TC_Oasis that informs the player of the minimum settings required to be able to connect successfully<br />
<br />
--- AUDIO CHANGES ---<br />
<br />
- Gradual sound playback changes for laser fire sounds over distance added<br />
- Replaced machine gun drop-off sound <br />
- Overheat/low charge alarm sound is now more audible<br />
<br />
--- MISC ---<br />
<br />
- Camo selection now persists until the game is restarted or a diffent camo is selected</pre><br />
<br />
===0.9.0===<br />
'''Release date:''' 15 October 2017<br><br />
'''Standalone:''' Yes<br><br />
'''Changelog:'''<br><br />
<pre class="mw-collapsible mw-collapsed">Version 0.9.0<br />
-------------<br />
<br />
--- KNOWN ISSUES ---<br />
<br />
GAME SYSTEMS<br />
- At the first launch, the game might give you a warning for modified files, and therefore crash. Workaround is just to restart the game.<br />
<br />
LAUNCHER<br />
- All the manual changes made to Server.cfg will be lost if you use the Sever Configuration prompt of the Launcher.<br />
<br />
GAMEPLAY<br />
- Pulse lasers occasionally fire an additional laser pulse<br />
- "Pilot Splat Syndrome": 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.<br />
- 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<br />
<br />
HUD<br />
- Certain HUD elements might overlap other UI elements<br />
<br />
CONTROLS<br />
- 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<br />
<br />
------ BUG FIXES ------<br />
<br />
- Fix for disappearing Vtols and ASF on radar when they run passive.<br />
- Corrected some variant prices on the Thor, Bloodasp, and MKII not taking into account armor.<br />
- LAMS now correctly fire upon Tbolts<br />
- Atlas now loses torso weapons normally at 100% damage instead of 90%<br />
- 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.<br />
- Fixed multiplier error in armor.xml which resulted in the solitaire having more back torso armor than allowed.<br />
- Fixed camo materials issues on the Ryoken's arms and on the Awesome's Legs<br />
- Corrected all the buymenu descriptions<br />
<br />
--- LAUNCHER ---<br />
<br />
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!<br />
The launcher will automatically detect any game update, and will automatically download all the new files, and delete the outdated ones.<br />
It can also repair the Cysis Wars build<br />
<br />
--- CONTROLS ---<br />
<br />
- New key binding to drop a reserve ammo ton<br />
- New key binding to force a reload of a partially spent ammo ton<br />
- Existing throttle decay/ramping throttle binding now also works for Mechs<br />
<br />
--- ASSETS ---<br />
<br />
NEW<br />
- Clan Cauldron-Born (Ebon Jaguar) Heavy Mech (65t)<br />
- InnerSphere Rommel Tank (65t)<br />
- InnerSphere Argus Heavy Mech (60t)<br />
- InnerSphere Regulator Medium Hovercraft (45t)<br />
<br />
UPDATES<br />
- Rifleman LAMS support<br />
- Catapult and Rifleman turn rate increased<br />
- Huit and Partisan tanks now deploy and undeploy instantly (from 1 second)<br />
- Reduced Maxmimum upward pitch on the Bloodasp to 60 degrees from 70 degrees<br />
- Increased engine power on Attackers and Bombers for the Sparrowhawk and Avar<br />
- Avatar returned to 75 kph<br />
- The usual tweaks to various underperforming variants<br />
<br />
--- NEW WEAPONS ---<br />
<br />
- Clan Hyper Assault Gauss (HAG) 20/30/40 weapons<br />
- IS Heavy PPC weapon<br />
- Air version for LPLs (increased burst shots to 5 from 2, increased burst cooldown time by 250%)<br />
- Air version of HLL (5% less damage, 10% less heat, +50m Range)<br />
- ATM launchers now have unique Art<br />
- Thumper Artillery Cannon on the Rommel A variant<br />
<br />
<br />
--- BUILD RULES CHANGES ---<br />
<br />
- 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.<br />
- IS and Clan LBX2s now 2.5 tons from 3<br />
- IS SSRM2 now 2 tons from 3<br />
- IS SRM2 now 1.5 tons from 2<br />
- Atlas F and G use XL engines<br />
- The Shadowcat now has fixed ImprovedJumpjets at the weight and cost of StandardJumpJets<br />
- The Raven now has C3 built in for free.<br />
- The two fixed lasers on the Avatar now count at 50% tonnage<br />
- Avar and Sparrowhawk now allowed heavier weapons<br />
- Swapped out Air_SSRMs on Vtols to ground version SSRMs<br />
<br />
--- GAMEPLAY CHANGES ---<br />
<br />
- Air_LRMs HP increased against LAMS, matched explosion pressure with their ground counterparts<br />
- Reduced cluster bombs from 25 to 15 and condensed their damage.<br />
- Slight explosion radius increase for HE and LG bombs.<br />
- Air_SRMs now fire in a quick burst like their ground counterparts<br />
- Air_SSRMs fire rate decreased by ~66%<br />
- HVAC2 burst size doubled, slightly increased their clipsize.<br />
- Increased Long range LT fire rate to match standard range.<br />
- Increased Light kinetic modifier against VTOL and Light/medium ASFs to 2.0x from 1.75x<br />
- Increased Light Kinetic modifier against Tanks to 1.15x<br />
- Increased Light Kinetic modifier against Tank Interal Structure to 1.3x<br />
- UAC5/ AC2 / AC5 convered to Light kinetic modifier for AA purposes.<br />
- Air versions of Gauss, Hgauss and iHgauss have all had their charge times reduced and normalized to 1 second.<br />
- Air Lightgauss no longer requies a charge and fires a bit faster than the ground version.<br />
- UAC2 and Clan UAC2 damage increased from 9 to 13<br />
- IS LPL heat ~12% heat reduction<br />
- 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<br />
- 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<br />
- Doubled Burst ROF on the UAC5, Halved bursts until overheat from 6 to 3.<br />
- Increased turn rate on Tbolts<br />
- All Aircraft based guided missiles lock time normalized to 1 second regardless of type or launcher size.<br />
- Slight reduction to heat generation from using afterburners on ASF<br />
- Bomb prices reduced and normalized to 2000 per ton for all three types<br />
- Reduced MXPL heat by 13%<br />
- Reduced Air_MRM explosion radius by ~30%<br />
- 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)<br />
- HVAC10 max range to 950m from 900m.<br />
- UAC10 Max range to 650m from 600m.<br />
- Increased projectile speed, increased ROF, and decreased time to overheat on the UAC10.<br />
- Tightened the spread on the LBX2/LBX10/LBX20 to match LBX5 spread at their stated max ranges.<br />
<br />
<br />
<br />
--- GAMEFLOW CHANGES ---<br />
<br />
- Maximum return for selling an asset reduced from 70% to 50%.<br />
- Increased the cost of Medium ASF Fighters.<br />
- Partisan heavy tank moved to forward spawn bases to provide in field AA<br />
- XP requirements for top ranks increased { Rank 9 (98k Cbills) : 38.4k-> 46k XP}<br />
{ Rank 10 (105k Cbills) : 46.4k-> 60k XP}<br />
{ Rank 11 (113k Cbills) : 54.4k-> 72k XP}<br />
{ Rank 12 (128k Cbills) : 67.2k-> 91k XP}<br />
<br />
- Warhammer Base Chassis cost decreased by 3k<br />
- Rifleman Base Chassis cost decreased by 4k<br />
- Madcat Base Chassis cost increased by 5k<br />
- Novacat Base Chassis cost decreased by 3k<br />
- Modified Chevalier chassis cost and tweaked variants to increase average cost per variant<br />
<br />
<br />
- Tier system for Cbill modifier updates: { Solitaire tier 1->2 }<br />
{ Regulator tier 4 }<br />
{ Madcat tier 6->7 }<br />
{ Novacat tier 6->5 }<br />
{ Rommel tier 4}<br />
{ Thanatos tier 5->6 }<br />
{ Argus tier 5 }<br />
{ Cauldron-Born tier 5 }<br />
<br />
- Ticket Values for some assets tweaked : { Solitaire 1->2 } { Sparrowhawk 4->2 }<br />
{ Owens 2->3 } { Avar 5->4 }<br />
{ Madcat 12->13 } { Hephaestus 1->2 }<br />
{ Novacat 11->10 } { Epona 8->7 }<br />
{ Catapult 8->7 } { Regulator 7 }<br />
{ Rifleman 8->7 } { Rommel 7 }<br />
{ Warhammer 9->8 } { Cauldron-Born 10 }<br />
{ Argus 8 }<br />
{ MKII 13->14 }<br />
{ BloodAsp 15->16 }<br />
{ Atlas 13->14 }<br />
{ Fafnir 15->16 }<br />
<br />
--- MAP UPDATES ---<br />
<br />
- New map: TC Oasis<br />
- 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<br />
- TC ValleyForge update: Improved architecture; airfields added; added more sounds<br />
- TC ThunderRift: VTOLs! fixed a mechtrap<br />
- TC Altay: attempt to increase performance by adjusting light sources, fixed the pit under D3 base<br />
- TC Bogs: attempt to increase performance by toning down particle effects<br />
- TC Dustbowl: fixed mechtraps<br />
- TC Deathvalley: added base weights to minimap, new meteor impact sound<br />
- TC IvoryTower: removed curbs from airfields to help takeoffs<br />
- TC Inferno: changed the structures near the airfields to help takeoffs<br />
<br />
--- AUDIO CHANGES ---<br />
<br />
- Explosion sounds improved<br />
- HVAC 2 new sound<br />
- new AC and HAG impact sounds<br />
- Large Pulse Laser firing sound improved<br />
- LRM impact sounds improved<br />
- Weapon and run sound volumes overall slightly reduced<br />
- New weapon sounds for HAG, Thumper and Heavy PPC<br />
- PPC and ER PPC have improved sounds<br />
- New sound for critical explosion<br />
- Ground UAC2, all air UACs, all RACs switched to performance saving loops with drop-off tails<br />
- Correct spin up and spin down now playing for all RACs<br />
- Mobile Long Tom improved with new deploy, impact and shell whine sounds.<br />
- Overheat/low charge alarm when a rapid fire weapon is about to stop firing<br />
- Signal beeps for when rapid fire weapons are ready again.<br />
- New ICE engine sounds for Demolisher, Partisan and Mobile Long Tom.<br />
- New fusion engine sound for Chevalier<br />
- New hovercraft engine sound for Regulator<br />
- New meteor impact sound for TC Deathvalley<br />
- Ducan Fisher voice clips updated with stadium PA effect.<br />
<br />
--- VISUAL EFFECTS CHANGES ---<br />
<br />
- All vehicle projectiles now play surface appropriate impact effects<br />
- All impact effects heavily optimized for performance<br />
- Minor optimizations to critical explosion effect to reduce performance impact</pre><br />
<br />
===0.8.6===<br />
'''Release date:''' 28 July 2017<br><br />
'''Standalone:''' No<br><br />
'''Changelog:'''<br><br />
<br />
<pre class="mw-collapsible mw-collapsed"><br />
Version 0.8.6 - GAMESPY FIX<br />
-----------------------------<br />
<br />
------ KNOWN ISSUES ------<br />
<br />
GAME SYSTEMS<br />
- At the first launch, the game might give you a warning for modified files, and therefore crash. Workaround is just to restart the game. <br />
- Switching profile might trigger a profile logout, making you unable to see the server list. Workaround is just to restart the game<br />
<br />
LAUNCHER<br />
- All the manual changes made to Server.cfg will be lost if you use the Sever Configuration prompt of the Launcher.<br />
<br />
GAMEPLAY<br />
- Pulse lasers occasionally fire an additional laser pulse<br />
- "Pilot Splat Syndrome": 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.<br />
- 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<br />
<br />
HUD<br />
- Certain HUD elements might overlap other UI elements<br />
<br />
SOUND<br />
- Ballistic and missile weapons readiness sounds play also when the weapon is empty<br />
- Ballistic and missile readiness sounds will also play on the reload of an ammo ton and may overlap the ammo reload sound<br />
- Laser readiness sounds will even play when you leave your asset<br />
- Playback of reload sounds may fail on auto-reload and are outright broken on MRMs for the MRM to function correctly as a weapon<br />
<br />
CONTROLS<br />
- 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<br />
<br />
----- GAME SYSTEMS -----<br />
<br />
- Switched to our own custom master server list / GameSpy Login service provider<br />
<br />
- We moved to a better folder structure for the handling of the game data<br />
<br />
- In order to do this change, the installer will replace your current "autoexec.cfg" with our custom version, and will delete "server.cfg" and "levelrotation.xml" from the MWLL installation folder. Be aware that modifying this new autoexec file might cause issues.<br />
- You can use your custom autoexec by renaming it as "user.cfg" and moving to the new client data folder.<br />
- You can use your custom server configuration by backing it up and moving it to the new server data folder.<br />
<br />
- Client data folder is now My Documents/Crysis Wars/MWLL/Client <br />
- This implies that, if you want to use a custom cfg configuration file, you must rename it as "User.cfg", and store it in that folder.<br />
- This will also be the location of the client logs (not the crash logs)<br />
<br />
- Server data folder is now My Documents/Crysis Wars/MWLL/Server<br />
- The configuration files (server.cfg, levelrotation.xml) will be loaded from that folder now (unless you start the server using a custom bat script)<br />
<br />
- Due to this new system, changing the user.cfg will no longer affect the actionmapper axis inversion setting.<br />
- The Actionmapper settings will be saved in Actionmapper.cfg<br />
<br />
----- LAUNCHER -----<br />
<br />
- The Launcher will log you in automatically now. There is no need to register / log in to Qtracker / Gamespy anymore.<br />
- Fixed Launcher unable to recognize Debug / Release DLLs<br />
- 64 bit mode is the default one<br />
- The Launcher is now able to detect broken profiles and warn you before launching the game<br />
</pre><br />
<br />
===0.8.5===<br />
'''Release date:''' 23 May 2017<br><br />
'''Standalone:''' No<br><br />
'''Changelog:'''<br><br />
<br />
<pre class="mw-collapsible mw-collapsed"><br />
Version 0.8.5<br />
-----------------------------<br />
<br />
------ KNOWN ISSUES ------<br />
<br />
GAME SYSTEMS<br />
- At the first launch, the game might give you a warning for modified files, and therefore crash.<br />
Workaround is just to restart the game.<br />
<br />
LAUNCHER<br />
- All the manual changes made to Server.cfg will be lost if you use the Server Configuration prompt of the Launcher.<br />
<br />
GAMEPLAY<br />
- Pulse lasers occasionally fire an additional laser pulse<br />
- "Pilot Splat Syndrome": 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.<br />
- 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<br />
<br />
HUD<br />
- Certain HUD elements might overlap other UI elements<br />
<br />
SOUND<br />
- Ballistic and missile weapons readiness sounds play also when the weapon is empty<br />
- Ballistic and missile readiness sounds will also play on the reload of an ammo ton and may overlap the ammo reload sound<br />
- Laser readiness sounds will even play when you leave your asset<br />
- Playback of reload sounds may fail on auto-reload and are outright broken on MRMs for the MRM to function correctly as a weapon<br />
<br />
CONTROLS<br />
- 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<br />
<br />
------ BUG FIXES ------<br />
<br />
STABILITY<br />
- Fixed a certain number of crashes to desktop caused by particle effects<br />
<br />
GAMEPLAY<br />
- Fixed wrong Sulla damage modifiers<br />
<br />
--- GAMEPLAY CHANGES --- <br />
<br />
- Added sensitivity modifier for the floating reticle while zooming<br />
- Base AMS now will shoot down bombs<br />
- Corsair C variant updated<br />
- Hawkmoth G variant updated<br />
- Long Tom Short Range ammo area of blast decreased by 33%<br />
- Long Tom Long Range ammo area of blast increased by 33%<br />
- Air medium and small lasers now have a 1.3x damage modifier against other aircraft<br />
- Air RAC5 spread decrease<br />
<br />
--- AUDIO ---<br />
<br />
- Replaced reload beep with a less aggressive one-shot<br />
- Fixed PPC / ERPPPC readiness sounds<br />
<br />
--- NETWORK ---<br />
<br />
- Corrected network scheduling for various assets to improve performance<br />
<br />
--- CAMO ---<br />
<br />
- Enhancement to Green, Red, Yellow and Exotic camos <br />
</pre><br />
===0.8.4===<br />
'''Release date:''' 14 May 2017<br><br />
'''Standalone:''' No<br><br />
'''Changelog:'''<br><br />
<pre class="mw-collapsible mw-collapsed"><br />
-----------------------------<br />
<br />
------ KNOWN ISSUES ------<br />
<br />
GAME SYSTEMS<br />
- At the first launch, the game might give you a warning for modified files, and therefore crash.<br />
Workaround is just to restart the game.<br />
<br />
LAUNCHER<br />
- All the manual changes made to Server.cfg will be lost if you use the Sever Configuration prompt of the Launcher.<br />
<br />
GAMEPLAY<br />
- Pulse lasers occasionally fire an additional laser pulse<br />
- "Pilot Splat Syndrome": 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.<br />
- Arrow IV Artillery launcher won't lock on some ASFs and VTOLs<br />
- 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<br />
<br />
HUD<br />
- Certain HUD elements might overlap other UI elements<br />
<br />
SOUND<br />
- Ballistic and missile weapons readiness sounds play also when the weapon is empty<br />
- Ballistic and missile readiness sounds will also play on the reload of an ammo ton and may overlap the ammo reload sound<br />
- Laser readiness sounds will even play when you leave your asset<br />
- Playback of reload sounds may fail on auto-reload and are outright broken on MRMs for the MRM to function correctly as a weapon<br />
<br />
CONTROLS<br />
- 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<br />
<br />
------ BUG FIXES ------<br />
<br />
GAMEPLAY<br />
- Fixed a crash caused by getting a missile lock on an asset protected by AECM<br />
- Tweaked Harasser hover height<br />
<br />
------ VFX ------<br />
<br />
- Performance optimization pass on the new laser impact VFXs and Bomb explosions<br />
<br />
--------- GAMEPLAY CHANGES ----------<br />
<br />
- LAMS no longer targets Laser-Guided Bombs<br />
- Laser-Guided Bombs arming distance reduced to 100m from 200m<br />
- Improved turn speed of Air_SSRMs<br />
- Decreased ASF base chassis price across the board<br />
- Reduced tracking laziness on T-bolts<br />
- Reduced spread and slightly increased splash on Air_UAC5<br />
- Air_RAC2 moved to lightkinetic type<br />
- Bomber Engine power increased on the Sulla, Corsair, Avar, and Sparrowhawk. <br />
- Ramming damage decreased on ASF and Vtols.<br />
<br />
------ GAME SYSTEMS ------<br />
<br />
AUTOEXEC<br />
- Autoexec moved from Crysis installation dir to MWLL mod dir.<br />
This change was needed because the Crysis autoexec gets ignored if an Autoexec.cfg file is found in the MWLL mod directory<br />
<br />
------ LAUNCHER ------<br />
<br />
NEW LAUNCHER FEATURES<br />
- MWLL update notification<br />
- Installation integrity verification<br />
<br />
------ SOUND ------<br />
<br />
- Increased pitch on readiness and reload sounds to mitigate volume spike on multiple simultaneous reloads<br />
- Removed mistimed air Thunderbolt readiness sound <br />
<br />
------ CONTROLS ------ <br />
<br />
ACTIONMAPPER<br />
- Fixed an issue where changes made to the aircraft inversion control settings would have no effect if the "autoexec.cfg" file was placed in /Mods/MWLL/ directory<br />
<br />
------ CAMOS ------<br />
<br />
- Improvement to the Smoke Jaguar camo<br />
</pre><br />
<br />
===0.8.3===<br />
'''Release date:''' 9 May 2017<br><br />
'''Standalone:''' No<br><br />
'''Changelog:'''<br><br />
<pre class="mw-collapsible mw-collapsed"><br />
------ KNOWN ISSUES ------<br />
<br />
LAUNCHER<br />
- 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.<br />
- The Repair and Check-for-updates buttons in the launcher are broken<br />
<br />
GAMEPLAY<br />
- Pulse lasers occasionally fire an additional laser pulse<br />
- "Pilot Splat Syndrome": 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.<br />
- Arrow IV Artillery launcher won't lock on some ASFs and VTOLs<br />
- 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<br />
<br />
HUD<br />
- Certain HUD elements might overlap other UI elements<br />
<br />
SOUND<br />
- Ballistic and missile weapons readiness sounds play also when the weapon is empty<br />
- Ballistic and missile readiness sounds will also play on the reload of an ammo ton and may overlap the ammo reload sound<br />
- Laser readiness sounds will even play when you leave your asset<br />
- Playback of reload sounds may fail on auto-reload and are outright broken on MRMs for the MRM to function correctly as a weapon<br />
<br />
ACTIONMAPPER<br />
- Any change made to the aircraft control inversion settings will have no effect if you have an "autoexec.cfg" file placed in /Mods/MWLL/ directory<br />
Workaround is to move the "autoexec.cfg" file outside from the /Mods/MWLL/ dir and place it into the Crysis Wars installation directory<br />
<br />
------ BUG FIXES ------<br />
<br />
ASSETS<br />
- Runway fireball syndrome has been fixed. You can land safely with your ASFs, now.<br />
- Camo is always applying to all the assets now<br />
- Harasser made more stable, particularly when entering and exiting water.<br />
- Partisan suspension loosened, should now get stuck less often.<br />
- Black Lanner fixes to collusion proxy and component proxies.<br />
- Armor distribution on Solitaire corrected, large side torso now correctly protected as is the back torso.<br />
- Corsair now correctly sells.<br />
<br />
HUD<br />
- Fixed a bug where the server list would not use all the available space for listing the servers<br />
- Fixed scoreboard showing a square instead of a minus sign when a team's score is below 0<br />
- Fixed missing Improved Heavy Gauss ammo icon not showing up in the buy menu<br />
- Fixed a bug where the ASF bomb sight would not be recalculated according to the zoom level<br />
- Fixed a bug where the ASF bomb sight would behave weirdly when upside down<br />
- Fixed precision issues in all the map / radar scopes<br />
- Fixed a bug where the contact icons in the BA radar would squeeze while rotating<br />
- Fixed target's health bars not rescaling after the target repaired<br />
- Fixed Heatsink damage indicators not updating after repairs<br />
- Fixed other players' names tag not showing up on Corsair and on the Huitzilopochtli<br />
<br />
WEAPONS<br />
- Fixed NARC being out of sync across clients<br />
- 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.<br />
- MRMs now ignore narc beacons<br />
<br />
AUDIO<br />
- Fixed Improved Heavy Gauss impact sound not playing<br />
<br />
MAPS<br />
- TC Taiga<br />
Fixed some more flying trees<br />
Fixed misleading mech icon at airfields<br />
<br />
- TC Wildlands<br />
Fixed an issue when hovers stuck in forward hangars<br />
Fixed minor glitches<br />
Fixed known invisible walls<br />
<br />
CONTROLS<br />
<br />
- Fixed DirectInput support not working<br />
This means joystick support has been fixed<br />
<br />
- Fixed various inversion inconsistencies with VTOL / ASF axis<br />
This implies you might have to recheck your inversion settings via the Actionmapper<br />
<br />
<br />
--- ASSETS ---<br />
<br />
NEW<br />
- Clan Avar Light Aerospace (35t)<br />
- Clan Xerxes Heavy Aerospace (85t)<br />
<br />
UPDATES<br />
- New cockpit for the Puma<br />
- Updated model for the Uller<br />
<br />
--- NEW WEAPONS ---<br />
<br />
- High Explosive Bomb: A single, high explosive unguided bomb.<br />
- Laser Guided Bomb: A single guided bomb. Does not lock on targets. Requires a TAG for guidance.<br />
- Cluster bombs: A cluster of 25 bombs. Meant for carpet bombing.<br />
<br />
--- GAMEPLAY CHANGES ---<br />
<br />
FOV<br />
- Increased FOV from 60 to 70<br />
<br />
WEAPONS<br />
- Changed unguided splash damage weapons (AC10/20, Hvac10, PPCs) from rocket code to new "explosive bullet" code. This should improve hit detection and may improve detection at high server loads.<br />
- AC Flak removed.<br />
- Tightened spread on STD and ER ATMs to prevent random misses against even stationary targets.<br />
- increased UAC2 and HVAC2 projectile speed to 3500 from 2500<br />
- 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.<br />
- Tightened burst speed for UAC10<br />
- Compacted AC5 and UAC5 burst length from 4 bullets to 3.<br />
- Small Pulse Lasers reworked. Burst increased to 6 shots from 2 and damage increased. Increased range of CSPL.<br />
- HVAC10 ROF increased to 20 from 17<br />
- Removed manual tracking on SSRMs to prevent odd star pattern at close ranges.<br />
- Increased ROF on Tbolts to match LRMs.<br />
- Long tom Ammos normalized to LongtomFar speed, uses gravity instead for ranges.<br />
- 8% Damage increase to all X-Pulse classes<br />
- Removed second laser on Medium laser base defense turrets.<br />
- ROF of RAC2 on EagleEye reduced to actual RAC2 ROF.<br />
<br />
VEHICLES<br />
- Huit hitboxes reshaped to be more in line with other tanks (harder to hit sides from front)<br />
- Increased Huit max speed by ~9kph, max reverse speed increased to 33kph from 8kph. Decreased engine penalty for rear armor damage.<br />
- Slowed transfer rate from front armor to internals on all tanks.<br />
- Relocated armor from Oro front to Oro turret.<br />
- Increased reverse max speed of Partisan.<br />
- Avatar original canon 64KPH engine returned so that its full armor could be restored. No more squishy Avatars.<br />
- Small armor redistribution on Uziel from side torsos towards Arms and CT.<br />
- Uller model tweaked, hitboxes reformed, and armor redistributed.<br />
- Puma Cockpit art added. Hitboxes reworked on Puma to add survivability.<br />
<br />
RETICLE<br />
- Free reticle re-enabled by default (Coupled Unlocked mode)<br />
- Coupled Unlocked mode has been reworked for increased smoothness<br />
- Increased responsiveness and torso speed while in Coupled Interactive mode<br />
<br />
AEROSPACE<br />
- Flight model overhaul<br />
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<br />
Landing dynamic is more realistic. You'll end up landing with your nose pointed up, like real planes.<br />
<br />
- ASF Taxiing update: If you keep Decrease Throttle pressed, you'll be able to reverse the thrust and move backwards<br />
Pitching up is not possible anymore when taxiing at low speeds<br />
Notice that Decrease Throttle works also as an actual brake while landing on a runway.<br />
<br />
- ASF Classes<br />
The variants of each ASF come in 3 different classes, now:<br />
- Fighter (unavailable for Shiva and Xerxes): high maneuverability, high armor, high electronics, low price, small weapons. Unable to carry bombs.<br />
- Attacker: medium maneuverability, medium armor, medium price, medium weapons. Can carry bombs WITHOUT reloads<br />
This means that buying additional bomb ammos on attackers is not possible, even if you still have free tons available<br />
- Bomber: low maneuverability, low / medium armor, high price, heavy weapons. Can carry bombs with reloads<br />
<br />
- AirGECM now increases missile lockontime by 2.75x to give VTOLs and low flying ASF some counter against missiles spam.<br />
- UACs entirely redesigned for superior strafing performance.<br />
- Gauss charge time for Aircraft (ground are still fire on demand)<br />
- Missile weapons redesigned for aircraft performance and balance.<br />
- Small and medium laser classes maxrange increased for aircraft.<br />
<br />
VTOLS<br />
- VTOLs will lose maneuverability while boosting<br />
- Removed extra damage modifier for missiles and energy weapons against VTOLs.<br />
- Increased extra damage modifier for Gauss and LBX against VTOLs.<br />
<br />
LEAGUE MODE<br />
- Implemented a new command for league play: C-Bill Button<br />
This command works only if "sv_leaguemode_givecbills" AND "sv_leaguemode_enable" are BOTH set to 1<br />
The way it works is that any player who presses the "Home" key in the default key bindings (or types "givemecbills" in the game console and presses enter) will receive 100000 cbills IF the conditions mentioned above are satisfied<br />
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 "sv_cbillmessage_broadcast" will be set to 0 (default value). If "sv_cbillmessage_broadcast", the message will be visible to every player connected on the server.<br />
Whether "sv_cbillmessage_broadcast" 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)<br />
<br />
--- GAMEFLOW CHANGES ---<br />
<br />
- Scat base chassis price decreased.<br />
- Single HS prices decreased<br />
- Huit Base chassis price decreased.<br />
<br />
--- HUD CHANGES ---<br />
<br />
BUY MENU<br />
- ASF silhouettes are now shown from above<br />
- The menu will now show the selected paint<br />
- The menu will now show the available c-bill amount<br />
- Scrolling via mouse wheel made a bit faster<br />
<br />
GENERAL<br />
- Chat window has been squeezed in order to make it less obstructive<br />
- Paperdolls will still be visible even if the targeted contact won't be in line-of-sight<br />
In this case, an "OUTDATED" writing will show up, meaning that the displayed information is outdated.<br />
<br />
- Target brackets redesigned<br />
Now it will show the name of the player (if identified) and the distance<br />
<br />
- Battle Armor paperdoll for target displays added<br />
- Tuned down brightness of IR vision<br />
<br />
BATTLE ARMOR<br />
- Now shows the target grid location<br />
- Added proper compass with target markers<br />
- Reworked crosshair<br />
Removed stock Crysis crosshair that was obstructing the view<br />
The crosshair won't show the power status of the vehicle you're looking at anymore<br />
<br />
VEHICLE<br />
- Aiming reticle revamped<br />
Now works consistently between different asset types<br />
TAG and NARC indicator have been added near the crosshair reticle<br />
Lockon indicator has been reworked for better visibility<br />
Weapon group markers redesigned and resorted<br />
- Group 1,3,5 at the left, group 2,4,6 at the right. Lower numbers at the top, higher at the bottom.<br />
<br />
- 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.<br />
This means the reticle won't turn red while facing an enemy if the radar is in PASSIVE mode<br />
<br />
- Long Tom HUD has been revamped<br />
Standard reticle is no longer shown in the Long Tom HUD interface<br />
Weapon groups indicators have been removed in favor of a single weapon status indicator<br />
Radar and map scope will now show the Long Tom impact PIP (predicted impact point)<br />
Tank status added (in position, not deployed, ready to deploy)<br />
Trajectory indicator redesigned<br />
<br />
- Pitch indicator has been added to all ground vehicles<br />
It shows absolute pitch, not relative<br />
On the Long Tom, it shows the pitch of the cannon, not of the camera<br />
<br />
- Torso / turret twist indicator has been added to all ground vehicles<br />
Upper arrow indicates the twist of the turret relative to the main body of the vehicle<br />
<br />
- Updated mech external / back torso damage readouts<br />
Will show the proper external position now (left / right), as well as properly sized health bars<br />
<br />
- 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<br />
<br />
- Make heat warning bars on the heat gauge for Mech and Tank HUDs more visible<br />
- Changed heatsink damage indicators to make them better visible<br />
<br />
ASF HUD<br />
- Reworked the logic of the bomb calculation PIP<br />
This should increase a lot the overall accuracy of the PIP<br />
It won't be shown anymore when facing upside down<br />
<br />
- Added proper compass with target markers<br />
- Added proper horizon indicator<br />
- Added proper altimeter / speedometer<br />
- Added PULL UP warning (triggers at 40m)<br />
- Added STALL warning (triggers when the ASF is reaching the point of no control)<br />
- STALL and PULL UP warning will not work when the landing gears are deployed<br />
- Added Landing gear deploy indicator<br />
- Added Heatsink damage indicator<br />
<br />
MISC<br />
- New tips added to the loading screen<br />
- Removed non-relevant info in the server list screen<br />
<br />
--- SOUND ---<br />
<br />
WEAPONS<br />
- 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<br />
- PPC edited, ERPPC sound replaced<br />
- Gauss Rifle, Light Gauss Rifle, Heavy Gauss Rifle, Improved Heavy Gauss Rifle sounds have been expanded on.<br />
- Arrow IV launcher sound has been replaced<br />
- Long Tom cannon sound has been replaced<br />
- Introduction of readiness sounds for all weapons to indicate when the weapon is ready to fire again.<br />
- Impact sounds for PPC, ERPPC and Gauss Rifles sounds have been replaced<br />
- Added Ammo depleted reload sound<br />
<br />
VEHICLES<br />
- New missile warning sound<br />
- Oro and Ares tanks have new engine sound<br />
- Demolisher and Partisan tank tread sounds volume increased.<br />
- LongTom, Partisan and Huit tread squeaks no longer play in standstill<br />
- New heavy mech footfall sound<br />
<br />
AIR WEAPONS<br />
- Charge up sounds for Air Gauss Rifles<br />
- Added Air UAC 2, UAC 5, UAC 20 sounds<br />
<br />
AIRCRAFTS<br />
- New startup sound for Xerxes Aerospace fighter<br />
- New engine sounds for Xerxes and Avar Aerospace fighters.<br />
- New afterburner sound for all Aerospace fighters<br />
- All Aerospace fighters now have fusion engine sounds<br />
<br />
--- MAPS ---<br />
<br />
UPDATES<br />
<br />
- SA Jungle<br />
attempt to fix the clipping through the hangar bay issue.<br />
<br />
- TC Altay<br />
Added two repair bays to the side bases.<br />
<br />
- TC Enkeladus<br />
Tweaked base icons<br />
Added on more factories to the corner bases<br />
Hovers should be able to leave the forward factories without getting stuck<br />
Decreased base defenses<br />
<br />
- TC Harvest<br />
Decreased the view distance of the tank traps in the bocages so they will be displayed only when the surrounding vegetation is already rendered<br />
<br />
- TC IvoryTower<br />
Replaced the bugged 4 bay factories with the 8 bay versions<br />
<br />
- TC Marshes<br />
Base weight tweaks based on 8.2 gameplay experience<br />
NW and NE base weight increased from 1 to 1.5<br />
Added 8 bay factory to North base.<br />
<br />
- TC Taiga<br />
Decreased base weights<br />
Removed one MLaser turret from the center base<br />
The lowest parts of the map are not out of bounds anymore<br />
Main bases are not displayed as capable anymore<br />
<br />
- TC Wildlands<br />
Improved textures and lighting<br />
Tweaked vegetation<br />
Added destructible pine trees<br />
Removed small rocks which caused vehicles to stuck<br />
Added environmental sounds<br />
Added some hills in front of southern forward mech base so shooting at it from far will be more difficult<br />
Sorted out the icons on the minimap<br />
<br />
- TSA Clearcut<br />
Repositioned some objects<br />
<br />
NEW MAPS<br />
<br />
- TC Bogs (stormy version of TSA marshes)<br />
<br />
- TC Dune - Changes vs. the community version:<br />
Forward bases can only build assets up to 65t<br />
Decreased center base weight from 1.5 to 0.5<br />
Added beacons to help identify possible flanking routes<br />
<br />
- TC Forsaken - Changes vs. the community version<br />
Added some more details<br />
Center base weight decreased from 3 to 2<br />
<br />
- TC ValleyForge - Changes vs. the community version<br />
Minor changes<br />
<br />
--- VFX ---<br />
<br />
- Replaced PPC and Laser impact VFXs<br />
<br />
--- NETWORK ---<br />
<br />
- Increased the server internal update rate from 30hz to 60hz<br />
<br />
--- ACTIONMAPPER -----<br />
<br />
- Improved profile handling<br />
No need to save / activate profiles anymore. The new configs are saved as soon as the changes are made<br />
Profiles can be changed with the "File" -> "Switch Profile" option.<br />
Any change will produce a snapshot of the previous configuration file in the /backup/ subfolder of the selected profile's dir<br />
<br />
- Added support for new key bindings:<br />
Spectator Minimum Mode<br />
C-Bill Button<br />
Free Reticle Switch on/off<br />
<br />
--- DEFAULT KEY BINDINGS CHANGES -----<br />
<br />
- Spacebar: Pitch UP in Aircrafts<br />
- Left CTRL: Pitch DOWN in Aircrafts<br />
- Left Alt: Level out in Aircraft<br />
- F1: Free Reticle switch (on/off)<br />
- F2: Arm Coupling On/Off<br />
Triggering any of the reticle switches will force the reticle to recenter, to avoid reticle being offset when switching to fixed mode<br />
- Right Alt: change spectator mode<br />
- Right shift: Toggle Spectator Minimum Mode (Will show only player names while spectating)<br />
- Left control: Move camera down (spectator mode)<br />
- Now it's possible to use the mouse thumb buttons (if available) to quickly switch weapons in the Battle Armor (mouse4 and mouse5)<br />
mouse4 switches between the 2 direct-fire weapons that any BA can carry<br />
mouse5 switches to the BA-SRM2 Pack<br />
- "Home" key: Get 100,000 C-Bills (if the related league mode setting has been enabled on the server)<br />
<br />
--- CAMOS ---<br />
<br />
- Increased camo saturation. Standard camos should be less transparent now<br />
- New color combinations available for vanity camos<br />
- Dazzle pattern added<br />
- Removed gold camos<br />
</pre><br />
<br />
===0.8.2===<br />
'''Release date:''' 16 December 2016<br><br />
'''Standalone:''' No<br><br />
'''Changelog:'''<br><br />
<pre class="mw-collapsible mw-collapsed"><br />
Removed unintended PPC heat damage.<br />
</pre><br />
<br />
===0.8.1===<br />
'''Release date:''' 02 December 2016<br><br />
'''Standalone:''' No<br><br />
'''Changelog:'''<br><br />
<pre class="mw-collapsible mw-collapsed"><br />
------ KNOWN PROBLEMS ------<br />
<br />
- The Repair and Check-for-updates buttons in the launcher are broken<br />
- Pulse lasers occasionally fire a third pulse<br />
- Camo system won't work for the Corsair<br />
- 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<br />
- The buy menu is a bit inconsistent and might not show free tons<br />
- Certian HUD elements might overlap other UI elements<br />
<br />
------ BUG FIXES ------<br />
<br />
Assets<br />
- Fixed radar not working properly on Hephaestus G<br />
- Fixed iNARC ammo not buyable on Thanatos<br />
- Phantom MPL on the vulture F removed<br />
- Fixed WH Prime incorrectly having DHS.<br />
- Various buy menu corrections.<br />
Misc<br />
- Fixed an issue that was making the Crysis Sandbox Editor crash while opening any .cry file <br />
- Fixed the PPC/ERPPC not flying to their stated range.<br />
- Fixed the AC2flak losing all of its damage past 900m.<br />
- Fix for weird jumpjet bug on Osiris for 32bit Dlls.<br />
<br />
Major bugs<br />
- Fixed cheat protection triggering on custom maps. <br />
<br />
<br />
------ MAP UPDATES ------<br />
<br />
Added TC_Wildlands<br />
Added TC_Harvest <br />
<br />
--- GAMEPLAY CHANGES ---<br />
<br />
Variants<br />
- SparrowHawk D now has 2 ERLL<br />
- Corsair E now has 2 ERPPCs and 2 MLs instead of Gauss + ERLL<br />
- Sulla I now has ERPPC + Gauss instead of LBX5 + Gauss<br />
- Hawkmoth has been moved to Tier 2<br />
- Donar A has 2 less heatsinks and 2 more tons of armor<br />
- Vulture A SSRM2->SRM2 + 2 free tons.<br />
- Osiris C changed to 1 PPC | 2 SXPL | 1 SRM6; I-JJ | 3 DHS<br />
- Solitaire C changed to 1 ATM3 [HE] | 1 LBX2 | 4 Flamer; MASC | 2 DHS<br />
- Bushwacker F changed to 1 ERLL | 2 ERML | 2 ERSL | 2 LRM10; 1 LAMS | 6 DHS <br />
- Reenabled camera pitch on Longtom to a limited degree (max 15 degrees).<br />
- Raven G - 1 RAC2, -1 Mgun, -1 Freeton -> +1 PPC, +BAP, + .5 T armor<br />
- Raven A - 2MPXL, 2MBL, BAP, 1 T armor->+2 LPL(experiment)<br />
- Raven B - -1 AC10, -ACEM, -TAG-> +1 UAC10 +GECM<br />
- Owens G 2 LL-> 1 ERLL+ 1 LL<br />
- Chevalier B UAC2, Free ton-> ERLL + 2 HS<br />
- Warhammer C 2 SSRM6 -> 2 SSRM4 + 2 Free tons<br />
- Harasser A BAP -> GECM<br />
<br />
Assets<br />
- Added some armor onto Rifleman arms.<br />
- Awesome now has 90 degree rotation limit from 80.<br />
- Uller gained some armor onto CT.<br />
- Reverted RAC5 placement on bushwacker A after internal discussion.<br />
- Warhammer Prime had 8 DHS in the code, fixed to the correct 8 HS<br />
- Added 1 DHS to all Black Lanners in exhange for 1 ton of armor<br />
<br />
HUD<br />
Turned night vision into IR-like<br />
- Pros:<br />
- Can be used in super dark maps<br />
- Can be used in slight dark maps as well (Enkeladus, Thunder Rift)<br />
- Cons:<br />
- Graining and fog will make long range engagements a bit difficult<br />
- No colors, only black and white<br />
<br />
Weapons<br />
- 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.<br />
- iNARC beacon time reduced to 38 seconds from 45.<br />
- UAC20 reverted to 2 shots per burst from 3, was too difficult even for good players to use.<br />
- Slight decrease to SSRM spread.<br />
- Decreased HEATM lockon time from 1.75 to 1.25 seconds<br />
- Decreased SRM cone of fire spread so that only one should sometimes miss the target at closer ranges rather than two or three.<br />
- 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.<br />
Gameflow<br />
- Score requirement for ranks 3 through 12 reduced by 20%<br />
- Score requirement for rank 2 reduced by 40%<br />
- Reduced ticket cost of all starter assets:<br />
Osiris 3->1<br />
Solitaire 4->1<br />
Uller 4->2<br />
Owens 4->2<br />
APC 3->2<br />
Harasser 2->1<br />
Hephaestus 4->1<br />
Chevalier 3->2<br />
Partisan 5->4<br />
Ares 5->3<br />
<br />
- Cbill bonus for Kills reduced by 25%<br />
- Cbill reward for C3 reduced by 50%<br />
- Cbill and score reward for capturing bases in TC increased by 30%<br />
- Decreased Shadowcat base chassis cost by 4000.<br />
- Increased Blacklanner base chassis cost by 2000.<br />
- Decreased Raven base chassis cost by 2000.<br />
- Decreased Hephaestus base chassis cost by 2000<br />
</pre><br />
<br />
===0.8.0 Community Edition===<br />
'''Release date:''' 28 October 2016<br><br />
'''Standalone:''' No<br><br />
'''Changelog:'''<br><br />
<pre class="mw-collapsible mw-collapsed"><br />
------ BUG FIXES ------<br />
<br />
Assets<br />
- Ares now shows up as a tank on radar rather than a light mech<br />
- Solitaire with ammo based weapons should no longer instantly lose its side torso when hit by splash<br />
<br />
HUD<br />
- The weapon list does not contain a phantom entry below the last weapon anymore<br />
- Fixed an issue where the distance to target in the longtom HUD was always 0<br />
- Random color component bug at 75%, 50% and 25% status is gone<br />
- Zooming in won't leave parts of the HUD cut off screen anymore<br />
<br />
<br />
--- GAMEPLAY CHANGES ---<br />
<br />
We have 2 reticle modes now accessible by default<br />
- The default one will be the "Coupled Fixed" mode, where arm and torso will always be locked in the center of the screen<br />
- Pressing Left Alt will switch to "Coupled Interactive" mode, an enhanced version of the old "Torso Follow mode"<br />
In this mode, the torso will start following the reticle as soon as you move it away from the center of the screen<br />
<br />
<br />
--- DEFAULT KEYBINDINGS CHANGES -----<br />
<br />
- VTOL and AeroSpace Fighters now have the same controls:<br />
Pitch up / down : mouse down / up<br />
Yaw left / right : mouse left /right<br />
Roll left / right : A / D keys<br />
- CBill donation confirm has been moved to "enter"<br />
- Cbill donation menu has been moved to "right shift"<br />
- Chain fire switch has been moved to "backspace"<br />
- Weapon group assign has been moved to "right control" <br />
- Left Alt now switches your reticle modes<br />
- Crysis VOIP button has been removed, we don't use it anymore.<br />
- "Show Objectives" keybinding is an actual switch, you don't have to keep it pressed anymore<br />
- Auto Shutdown has been moved to H<br />
- Left mouse button won't fire the selected weapon group anymore, it fires Weapon Group 1 now<br />
<br />
------ MISC ------<br />
<br />
- 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.<br />
- More than 40 camos available for all the ground assets!<br />
- The meaning of cl_free_reticle_independent has been inverted. 0 (default) locks the reticule to the torso, 1 allows independent arm movement<br />
- g_revivetime may now be freely set by the server. It is still advisable that admins keep it above 15 seconds. especially in TC.<br />
- The cheat protection has been improved and the game loading time should be much better now<br />
- Even better loading times thanks to the recompression of PAK files<br />
This will also save a lot of drive space<br />
- Clients may now set g_commentator to 0 to disable Duncan Fisher commentary during SA & LMS game modes. sv_leaguemode_commentator has subsequently been removed<br />
- Dead players can now chat to the living and vice-versa. This will be disabled if league mode is enabled<br />
<br />
------ MAP UPDATES ------<br />
<br />
TC_ThunderRift:<br />
- lowered the ceiling near the forward factories to prevent LT-ing from base<br />
- modified the forward factories: now they support assets only until 65 tons<br />
<br />
TC_Marshes:<br />
- 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)<br />
- 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<br />
- 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<br />
- North east and north west cap points: fixed the behaviour of the turrets, new base weight: 1<br />
- South east and west cap points: new base weight: 1.5<br />
- The base values are shown on the minimap<br />
<br />
TC_Taiga:<br />
- Map out of bounds timer increased to 30sec<br />
- Main bases are not capturable anymore<br />
- Center cap area fixed (it was much smaller than the others)<br />
- Small adjustments in cap areas overall<br />
- "Glassy" textures improved - you can still see this odd effect on the textures, but it is not so noticeable now.<br />
- Cappable factories can only build assets up to 65tons<br />
- Removed spawn points, factory and repair bays from center cap point - new base weight: 1.5<br />
- 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<br />
- Fixed floating bridges<br />
- Base weights displayed on minimap<br />
- Fences removed<br />
<br />
TC_Altay:<br />
- Repair bay in the infamous center base is gone. Center mechbay can build only hovers and lights hovers.<br />
- Updated minimap with base weights<br />
- Changed the cooling factor on the map: now it is 100% (default), previously it was 200%.<br />
- Changed the weight of the center base from 1.5 to 0.5 - backcap should be more viable now<br />
- Smoothed the terrain near the first southern cap point, so it is easier to use the mountains there as an alternate route.<br />
- fixed the holes in terrain/rocks near SouthWest base<br />
- further cleared the SW base area, so there is more space to move and climb the hills<br />
- turrets added: AA mgun turrets to SW and NE bases, LLaser to center<br />
- fixed the behaviour of the turrets in cap points<br />
- fixed mechtraps<br />
<br />
TC_Kagoshima:<br />
- Removed LT and Tanks from the forward bases.<br />
- Decreased the base weight of the forward factories - they had twice the weight than the other bases, now every base has the same weight.<br />
- modified the capzone at the forward factories<br />
<br />
TC_Mirage<br />
- Map out of bounds timer increased from 10sec to 25sec<br />
- LLaser turrets replaced with Camera turrets<br />
- 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.<br />
- Extended the playable area near airbases<br />
<br />
------ WEAPON CHANGES ------<br />
<br />
Pulse Lasers<br />
- 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)<br />
- Large Pulse laser, Large X Pulse Laser, Clan Large Pulse Laser, range increased to 650, 750, and 850 respectively.<br />
- Heat on entire large pulse laser class has been decreased, more for LPL and XLPL, less so on CLPL.<br />
<br />
PPCs<br />
- 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.<br />
First damage source is primary hit location damage (0.5 meter radius) and is 66% of the damage of the shot.<br />
Secondary damage source is the final 33% of the damage spread over 3 meters including the hit location.<br />
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.<br />
PPC particle effect now has a refraction trail.<br />
<br />
SRM<br />
- 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)<br />
- SRMs are now vulnerable to LAMS.<br />
- Damage slightly increased.<br />
<br />
SSRM<br />
- SSRM tracking improved.<br />
- CSSRM now locks and flies to 450m from 350m.<br />
- SSRMs are now vulnerable to LAMS.<br />
- Damage normalized with SRMs.<br />
<br />
MRM<br />
- MRM damage increased to match LRM damage per missile on a 1 to 1 ratio.<br />
- MRM launcher fire rate now tied to launcher size like LRMs are, smaller launchers will fire quicker.<br />
- MRMs are now vulnerable to LAMS.<br />
<br />
LRM<br />
- 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.<br />
- Decreased tracking ability on CLRM slightly.<br />
- Lock on time is now tied to launcher size, smaller launchers will lock quicker.<br />
- Increased lifetime on ELRMs so that they don't explode prematurely when making course corrections near their max range anymore.<br />
<br />
Arrow IV<br />
- Arrows reworked entirely.<br />
They are no longer single large damage missiles superior at tracking single targets.<br />
Each salvo now fires 4 individual smaller missiles that will spread and blanket a small area around their target.<br />
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.<br />
Arrow damage per ton doubled.<br />
Exposed Arrow launchers (on mechs) will now explode for heavy damage if destroyed.<br />
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.<br />
<br />
ATMs<br />
Standard<br />
- Fire rate decreased to give lighter assets better chance to dodge them.<br />
- Slightly increased health vs LAMS.<br />
- Now identified as ATM (STD)<br />
Extended<br />
- Slightly increased health vs LAMS.<br />
- Higher fire rate compared to Standard. Now on ground assets.<br />
- Fastest lock time.<br />
- Now identified as ATM (ER)<br />
High Explosive (New)<br />
- Very slow fire rate but very high damage and large explosion.<br />
- Very vulnerable to LAMS.<br />
- 300m lifetime and lockon range.<br />
- Slowest lock time.<br />
- Now identified as ATM (HE)<br />
HE ammo is superior at single target suppression but massed SSRMs will do more damage quicker.<br />
<br />
Gauss<br />
- Gauss now explode in mechs with more consistency, only the Fafnir torsos are completely immune to explosions.<br />
- Increased shots per ton from 10 to 12<br />
Heavy Gauss<br />
- Decreased reload time to normalize with Gauss.<br />
- Now Requires bulky siege pod if ever in a mech arm (Thanatos)<br />
Improved Heavy Gauss<br />
- Decreased reload time to normalize with Gauss<br />
- Increased shots per ton to 6 from 5.<br />
Light Gauss<br />
- Now explodes when destroyed (smaller explosion and less damage than Gauss explosion).<br />
<br />
UAC20<br />
- Now fires 3 shots instead of 2, damage per burst remains the same, adjusted shots per ton accordingly.<br />
<br />
UAC10<br />
- Now fire 2 shots instead of 3, damage per burst remains the same, increased shots per ton slightly.<br />
<br />
AC10<br />
- Reworked, again!<br />
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.<br />
<br />
AC5/UAC5<br />
- Reworked, again!<br />
Tightened up burst from 6 shots to 4 shots.<br />
Increased damage significantly and slowed down fire rate significantly.<br />
Removed all inherent spread.<br />
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.<br />
UAC5 functions identically but has half the refire rate (2.5 second cooldown).<br />
<br />
AC2<br />
- Reworked to match the AC5.<br />
Damage sits more at an AC2.5 than true AC2.<br />
Tightened up burst from 8 shots to 6.<br />
Now excels as long range sniper weapon but makes inferior AA.<br />
Counts as 3 tons from 3.5 tons in build rules.<br />
<br />
UAC2<br />
- Reworked to function uniquely from the rest of the UACs.<br />
Now fires a constant stream of bullets making it superior AA and good at wearing down targets caught in the open.<br />
Damage close to a UAC3 than true UAC2.<br />
Good support weapon but requires time to do damage so poor at skirmishing or brawling.<br />
Damage per ton increased.<br />
<br />
HVAC2<br />
- Unique weapon to the Mauler.<br />
- Functions identically to AC2 but travels to 1500m+ with less shots per ton.<br />
<br />
HVAC10<br />
- Similar damage profile to AC10, slightly less splash damage.<br />
- Flies faster than an AC10 shot.<br />
- Max range ~900m.<br />
- Fewer shots per ton.<br />
<br />
Mgun<br />
- Now has unlimited ammo. (INFINITE POWER!)<br />
- Will now overheat after 12 seconds of continuous fire and need to cooldown.<br />
<br />
LBX<br />
- LBX2, 5, 10 spread slightly increased to match LBX20 spread at their max ranges.<br />
<br />
Thunderbolts<br />
- Reworked, added some splash damage to fix the weird hit detection issues.<br />
- Can now lock on manually from 750m, flight lifetime at 1000m.<br />
- Now on select ground assets.<br />
- 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.<br />
<br />
TAG<br />
- Increased Vehicle based TAG range to 1300m.<br />
<br />
NARC<br />
- Improved tracking ability and flight pattern of narc missiles.<br />
- iNARC now last longer<br />
<br />
Longtom Artillery overhaul<br />
- 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<br />
- There are now three longtom variants, the Prime uses standard ammo, which behaves unchanged from 0.7.1.<br />
- 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.<br />
- 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.<br />
- Slightly increased Min/Max pitch angle of cannon by 1 degree.<br />
<br />
RAC2<br />
- Increased max spread.<br />
- Normalized spinup time with RAC5.<br />
- Normalized reload time with RAC5.<br />
<br />
RAC5<br />
- Slightly decreased spinup time.<br />
<br />
Flak AC2<br />
- New weapon, high good damage vs aircraft but low damage vs ground forces.<br />
- 1200m range, functions similarly to fast firing LBX for maximum efficiency against aircraft.<br />
<br />
Flak AC5<br />
- New weapon, functionally similar to AC2 but better damage. 900m range.<br />
<br />
Flamer<br />
- Increased time needed to reach overheat allowing for MOAR BURNINATION.<br />
- Increased splash damage and area significantly, should allow for increased performance against BA on or near the ground or hiding in cover.<br />
- Added impact particle.<br />
<br />
------ ASSET VARIANT CHANGES ------<br />
<br />
- All of em!<br />
- Infamous Shiva A and Donar A have been replaced<br />
<br />
------ ASSET CHANGES ------<br />
<br />
MECHS<br />
- Armor redistributed from legs towards the rest of the mech on all assault, heavy, medium, and stumpy legged lights (Uller, Puma, Cougar).<br />
- 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.<br />
- Fibro Fiborous armor bonus protection honoured where applicable. Many of the lighter mechs were built off the technology and were squisher than needed.<br />
- Standard Jump jets now have better forward thrust.<br />
<br />
ASF<br />
- Overhaul of ASF flight model.<br />
Top speed of all ASFs has been increased.<br />
Maneuverability has been tweaked to make flight model less twitchy and smoother.<br />
Afterburner is way more powerful now, but it also heat up your asset faster<br />
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.<br />
- 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<br />
- 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.<br />
- ASF/VTOL can no longer detect BA on their radar without the help of a ground based C3 relaying it to them.<br />
- 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)<br />
<br />
Shiva<br />
- Materials have been updated; Shiva doesn't look like a mirror anymore.<br />
<br />
VTOL<br />
- Slight tweak of the flight model.<br />
Changed mass values and moved the center of the mass to make the flight model smoother and less twitchy<br />
Yaw/pitch/roll speeds are unchanged from 0.7.1<br />
<br />
Ryoken (Stormcrow)<br />
- Fix for physicalized weapons (like Gauss) passing through the "cheeks" of the torso.<br />
- Hit boxes tweaked so that most of the cockpit canopy is CT instead of being thinly sliced between RT, CT, and LT.<br />
- Some variants now have LAMS.<br />
<br />
Chevalier<br />
- Adjusted splash damage modifiers and transfer rates to counteract sudden death syndrome.<br />
<br />
Harasser<br />
- Adjusted splash damage modifiers and transfer rates to counteract sudden death syndrome.<br />
<br />
Hephaestus<br />
- Adjusted splash damage modifiers and transfer rates to counteract sudden death syndrome.<br />
<br />
Warhammer<br />
- Prime variant now uses a Fusion engine and is the original variant, substantially decreasing its price, it also has lower side torso transfer rates.<br />
<br />
Catapult<br />
- Prime variant now uses a Fusion engine and is the original variant, substantially decreasing its price, it also has lower side torso transfer rates.<br />
<br />
Solitaire<br />
- Improved turn rate.<br />
<br />
Avatar<br />
- Armor redistributed from arms towards side torsos and CT.<br />
- Now has 360 torso twist.<br />
<br />
Uziel<br />
- Armor further distributed from arms towards side torsos and CT.<br />
<br />
Mauler<br />
- Armor redistributed from arms towards side torsos and CT.<br />
<br />
Owens<br />
- BAP, C3, and TAG are now fixed to the chassis and will always be present on all variants.<br />
<br />
Shadowcat<br />
- MASC and JJs are now fixed to the chassis and will always be present on all variants.<br />
<br />
Rifleman<br />
- Armor redistributed from arms towards side torsos and CT.<br />
<br />
Puma<br />
- Armor redistributed from arms towards side torsos and CT.<br />
<br />
Vulture<br />
- Armor redistributed from arms towards side torsos and CT.<br />
<br />
Huit<br />
- LAMS added to the chassis.<br />
- 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)<br />
<br />
Longtom<br />
- Now has correct armor and internals.<br />
- Drastically reduced boost heat buildup.<br />
<br />
Partisan<br />
- Added LAMS to turret<br />
- Partisan "F" has Fusion engine to achieve superior speed, its base chassis price is substantially higher.<br />
<br />
Oro<br />
- 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.<br />
<br />
Awesome<br />
- Increased turn rate.<br />
<br />
------ GAME FLOW CHANGES ------<br />
<br />
- Counted armor into base chassis price rather than as independent value to avoid weird prices.<br />
- There are now 8 C-bill modifiers instead of 4, instead of a 20% +/- modifier to cbills earned it is now 10%.<br />
The tiers are as follows:<br />
Harasser=1, Hephaestus=1, Hawkmoth=1, SparrowHawk=1, Apc=1, Osiris=1, Solitaire=1,<br />
Chevalier=2, Donar=2, Raven=2, Owens=2, Uller=2, Chimera=2, Ares=2<br />
Puma=3, Cougar=3, Partisan=3, Corsair=3, Sulla=3, HollanderII=3, Uziel=3,<br />
Blacklanner=4, Bushwacker=4, Shadowcat=4, Epona=4, Rifleman=4, Catapult=4, Oro=4, BA=4<br />
Ryoken=5, Thor=5, Loki=5, Vulture=5, Warhammer=5, Thanatos=5, Visigoth=5 ,Avatar=5,<br />
Madcat=6, Novacat=6, Demolisher=6, Awesome=6, Shiva=6, Mauler=6, Huitzilopochtli=6,<br />
Masakari=7, Morrigu=7, Atlas=7, MadcatMKII=7,<br />
LongTom=8, Fafnir=8, Daishi=8, Bloodasp=8<br />
<br />
- Increased BA death ticket cost from 1 to 2.<br />
- Revamped equipment and chassis costs, whereas before it was around 20% chassis and 80% equipment it is now closer to 50/50.<br />
- Restructured rank money to provide new assets in a smoother and more logical manner.<br />
- Increased rank requirements across the board to prevent ranks being skipped entirely.<br />
- Moved the Rifleman, Catapult, Loki, and Vulture to medium mech build bays, anywhere you can build mediums you can now build these.<br />
- Moved the Chevalier, Ares, and APC to hovercraft build bays, anywhere you can build hovercraft you can now build these.<br />
<br />
------ HUD CHANGES ------<br />
<br />
HUD<br />
- Night vision is an actual night vision now. It's green, and amplifies light way better than before.<br />
- Paperdolls V2: the internal and the armor paperdolls have been merged in a single big paperdoll<br />
The big external one shows the armor status of each component<br />
The internal one is a bit smaller, and it shows internal status of each component (internal system is currently implemented only for mech legs)<br />
- Health bars have been merged as well, in the same way as the paperdolls.<br />
- Consistent L / R component inversion of damage readuts: always inverted for targets, always uninverted for self damage readout<br />
- Crosshairs are actual crosses now, no more weird symbols around<br />
- Remove some other useless weird symbols and useless lines around the HUDs<br />
- Moved heading and pitch indicator on the top of the aiming reticles<br />
- 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..)<br />
- "HEAT LEVEL CRITICAL" message has been moved above the aiming reticle for better readability<br />
- "HEAT LEVEL CRITICAL" message now will appear as soon as the heat gauge goes over the yellow line, not the red one<br />
- Damage readouts of the components in tank HUDs have appropriate colors (green at 100% and yellow at about 70%, as in the mech HUD)<br />
<br />
BA HUD<br />
- Battle Armor pilots, now you finally can enjoy having a compass!<br />
- Improved visibility for BA SRM2 reloading status<br />
<br />
Misc HUD<br />
- There is no "Clan" 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.<br />
- Buy Menu HUD is showing tonnage, weight class and tech for each asset now<br />
- Loadout menu shows available camos by categories now<br />
</pre><br />
<br />
===0.7.1===<br />
'''Release date:''' 27 January 2013<br><br />
'''Standalone:''' No<br><br />
'''Changelog:'''<br><br />
<pre class="mw-collapsible mw-collapsed"><br />
New Content:<br />
- Added TC_Enkeladus<br />
- Added orange line to Aerospace heat indicator<br />
<br />
Balance<br />
- Adjusted free reticule & torso pitch values on all Mechs<br />
- Reduced crouch pitch bonus to +10‹ (was +20‹)<br />
- Adjusted Mech/Tank HUDs to be more legible<br />
- Increased firebomb reload time<br />
- Corrected cNarc lockon range<br />
- Added new engine sounds for Ares<br />
- Added Uller, Warhammer, Loki, Thor, Madcat MkII, Blood Asp F & G variants<br />
- Clan Large Pulse Laser -10% heat per shot<br />
- Firebomb fire rate interval increased to 5 seconds from 3<br />
- Global cbill accumulation slowdown changed to -10% (from -20% in 0.7.0)<br />
- Small optimization pass on TC_IvoryTower, TC_Frostbite<br />
- Removed several laser turrets from TC_IvoryTower<br />
- TC_Altay: Added repair pad to D3 base, removed Mech hangar's repair ability<br />
- TC_Altay: Moved spawngroup entity of easternmost base to VTOL tower to make spawn location more obvious to players<br />
- TC_Taiga: Moved OOB area lower to fix OOB warning when inside deep lakes<br />
<br />
Bugfixes:<br />
- Fixed Solaris Arena rankings not appearing<br />
- Fixed Thanatos spawning off-map<br />
- Fixed Long Tom HUD bug<br />
- Radar bug fixed on several variants<br />
- Fixed missing camos for several Mechs & weapon pods<br />
- Corrected buy menu mouse scrolling speed<br />
- Fixed several incorrect/inconsistent buy menu descriptions<br />
- Fixed collision proxy in Avatar torso<br />
- Fixed Chimera exploding from splash damage when mounting LRM-type weapons<br />
- Fixed Bushwacker, Shadowcat, Black Lanner torsos disappearing upon destruction<br />
- Fixed (c)UAC10/20 display names for consistency<br />
- Fixed AC10 & AC20 impact sounds not playing<br />
- Fixed PPC shots spawning double particles & sounds<br />
- Modified PPC impact properties (Slightly better performance)<br />
- Fixed HVAC ammo in buy menu<br />
- Fixed BA Bear MG not automatically being replaced upon buying new BA weapons<br />
- Fixed APC only available to Clans in puretech<br />
- Fixed top-mounted weapon convergence issues on Bushwacker, Catapult, Daishi, Loki, Masakari, Ryoken, Warhammer<br />
- Fixed sounds for Solitaire not working<br />
- Adjusted Uller hitbox proxies<br />
- Fixed Atlas movement bug when moving forward while pitching down<br />
- Fixed Atlas shooting self (e.g. Hitting self with NARC when pitched/twisted at certain angles)<br />
- Removed Ares 3rd person<br />
- Removed audio from radio messages<br />
- Heatsinks properly repair when asset is repaired (damage warning does not disappear from HUD)<br />
- Adjusted heat properties of several maps to be more inline with more punishing heat system (hot maps less hot, cold maps less cold)<br />
- TC_Altay: Fixed missing objects<br />
- TC_Altay: Light optimization pass<br />
- TC_Marshes: Fixed dips in ground around northern base; fixed light post in middle of repair pad<br />
- TC_Marshes: Fixed floating lights in middle base<br />
- TC_Marshes: Fixed untextured trees<br />
- TC_Taiga: Fixed invisible terrain inside easternmost base<br />
- TC_Taiga: Fixed missing dam objects<br />
- TC_Taiga: Fixed CL aero runway's broken buyzone<br />
- TC_Taiga: Fixed IS VTOL hanger floating when hit with C8<br />
</pre><br />
<br />
===0.7.0===<br />
'''Release date:''' 16 January 2013<br><br />
'''Standalone:''' No<br><br />
'''Changelog:'''<br><br />
<pre class="mw-collapsible mw-collapsed"><br />
<br />
New Features:<br />
- Free Reticle<br />
- New Tank Hud<br />
- New Mech Hud<br />
- The ejection key has to be tapped twice now to trigger the ejection<br />
- 4 new mech camos<br />
- Camo for tanks and hovercrafts is now partly supported<br />
<br />
<br />
New Content:<br />
- Added Chimera Mech<br />
- Added Ares Tank<br />
- Added Masakari Mech<br />
- Added Solitare Mech<br />
- New Map: TC_Altay<br />
- New Map: TC_Taiga<br />
<br />
Bug Fixes:<br />
- Fixed crash when shooting at destructable trees with pulse lasers<br />
- Fixed crash in arm animation code<br />
- Fixed reticle showing red on friendly mech legs<br />
- Fixed not getting rewards for narced tareget getting damage<br />
- Fixed granades not working before opening map<br />
<br />
Balance Changes:<br />
- Complete Rebalance<br />
- Tons of new variants<br />
</pre><br />
<br />
===0.6.1===<br />
'''Release date:''' 26 July 2012<br><br />
'''Standalone:''' No<br><br />
'''Changelog:'''<br><br />
<pre class="mw-collapsible mw-collapsed"><br />
Bug Fixes:<br />
<br />
- Fixed crash due to dying as BA while recently thrown c8 is in mid air<br />
- Fixed distance display not correctly showing max range when looking at the sky in non mech assets<br />
- Fixed c-bill transfer<br />
</pre><br />
===0.6.0===<br />
'''Release date:''' 26 July 2012<br><br />
'''Standalone:''' Yes<br><br />
'''Changelog:'''<br><br />
<pre class="mw-collapsible mw-collapsed"><br />
Bug Fixes:<br />
- Fixed wrong scoreboard ordering in TSA and TC<br />
- Fixed “mass crash” and another crash due to multiple issues in synced storage<br />
- Fixes two crashes in laser code<br />
- Rewrote laser net code to make lasers more precise for observing clients<br />
- Added relative shooting to increase precision for client spawn projectiles<br />
- Fixed memory leak in radar code<br />
- Fixed radar still working while dead<br />
- Optimized net code for TC, results in less bandwidth usage in TC games<br />
- Fixed vehicles still repairing while powering up<br />
- Improved the stickiness of C4<br />
- Fixed LOD issues with turret towers on TSA_Sandblasted<br />
<br />
New Features:<br />
- Clan Black Lanner Medium Mech<br />
- Clan Ryoken Medium Mech<br />
- Inner Sphere Avatar Heavy Mech<br />
- Clan Daishi Assault Mech<br />
- Clan Donar Attack VTOL<br />
- Inner Sphere Corsair Aerospace Fighter<br />
- Clan Visigoth Aerospace Fighter<br />
- Inner Sphere Chevalier Light Scout Tank<br />
- New Map : TC_Dustbowl<br />
- New Map : TC_Frostbite<br />
- New Map : TC_Inferno<br />
- New Map : TC_IvoryTower<br />
- Procedular animations for mech arms<br />
- Weapon convergence on target (visually through rotating arms and other parts)<br />
- 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.<br />
- Mech Paints. You can select them before buying a mech in the Loadout tab of the Buy Menu<br />
- Added barrel geometry to Warhammer “B”, “C”, and “D” variants<br />
- Added damage penalties to hovercrafts/tanks for turret/rear sections<br />
- Resized Harasser model<br />
- Removed Mauler’s obstructive cockpit bar<br />
<br />
Balance Changes:<br />
- Uziel – revised “Prime”, “B”, “C”, “D”, and “E” variants<br />
- Buchwacker “B” – removed GECM, added spare ton for ammo<br />
- Vulture “Prime” – removed 2 CLRM20, added 2 CLRM15, 4 DHS<br />
- Blood Asp “D” – removed ATM6, LAMS, added CDSRM6, 1 DHS<br />
- Blood Asp “E” – removed 2 DHS<br />
- AC10/UAC10/CUAC10 ammunition increased to 50 per ton<br />
- Lowered light kinetic/kinetic modifiers against VTOLs/aerospace<br />
- Increased light kinetic modifier against hovercraft<br />
- Initial capture of a point in TC is twice as slow as normal<br />
- Initial capture of a point in TC no longer results in getting all attached assets at the beginning of the capture process<br />
- Added leg internals to further balance the legging mechanic<br />
<br />
Texture and Model Optimizations:<br />
- Blood Asp textures<br />
- Awesome textures<br />
- Raven cockpit textures<br />
- All tank tread textures<br />
- Longtom textures<br />
- Harasser textures<br />
- Various environmental assets<br />
</pre><br />
<br />
===0.5.6===<br />
'''Release date:''' 23 April 2012<br><br />
'''Standalone:''' No<br><br />
'''Changelog:'''<br><br />
<pre class="mw-collapsible mw-collapsed"><br />
Bug Fixes:<br />
- Fixed AC10, UAC10, CUAC10 round falloff rate to match stated range.<br />
- Fixed pricing on Mgun and _rot weapons<br />
- Possible fix for missing turret rotation sounds in release beta<br />
<br />
New Features:<br />
- Complete revised TC_Mirage map<br />
- Clan Epona 50 ton Hovercraft<br />
<br />
Balance Changes:<br />
- Increased Hephaestus base chassis pricing<br />
- Added auto_fire attribute to CLBX2 and CLBX5<br />
- Sulla “Prime” – changed BHP to BAP<br />
- Sulla “A” – changed BHP to BAP<br />
- Sulla “B” – removed BAP<br />
- Sulla “C” – removed 2x MG, removed extra 0.5 ton armour<br />
- Sulla “D” – removed 1 ton armour<br />
- Sulla “E” – changed variant to ATM6, ATM9, 2x CLBX2<br />
- Shiva “Prime” – 2x UAC5, 2x Gauss, BAP<br />
- Shiva “A” 2x HeavyGauss, 2x ERLBL, BAP, 2 DHS<br />
- Shiva “B” 2x LRM20, 2x ELRM15, NARC, BAP, 8 DHS<br />
- Shiva “C” 4x Firebomb, GECM, BHP<br />
- Shiva “D” 4x RAC5, 2x RAC2, GECM<br />
- Shiva “E” 2x LBX20, 2x LBX10, reduced armour<br />
<br />
Known Issues:<br />
- laser impact sounds to do not play for all impacts<br />
</pre><br />
<br />
===0.5.5===<br />
'''Release date:''' 6 February 2012<br><br />
'''Standalone:''' No<br><br />
'''Changelog:'''<br><br />
<pre class="mw-collapsible mw-collapsed"><br />
Bug Fixes:<br />
- Harasser hitbox values adjusted for legacy asset size<br />
- Fixed Mk2 "C" being able to fire left arm Arrow IV missile after being destroyed<br />
- fixed "block" font for targeted enemies and build messages<br />
<br />
New Features:<br />
- Passive assets no longer receive incoming missile warnings (visual or audible)<br />
<br />
Balance Changes:<br />
- Fafnir, Blood Asp base chassis prices increased<br />
- Atlas base chassis price decreased<br />
- Atlas LT/RT damage transfer multiplier decreased to 1.2<br />
- Awesome LT/RT damage transfer multiplier decreased to 1.2<br />
- Decreased Fafnir maximum torso pitch by 10 degrees<br />
- Increased maximum c-bill transfer ceiling/minute to 10,000<br />
- Rescaled ticket values for all assets for ticket-based game modes<br />
- DHS cost now independent of standard HS cost, 1350 per unit<br />
- AC10/UAC10/CUAC10 projectile speed increased from 900m/s to 1100m/s<br />
- AC10/UAC10/CUAC10 primary/secondary damage increased 12%<br />
- CUAC10/CUAC20 heat-per-shot increased by 5%<br />
- NARC rounds-per-ton increased from 4 to 6<br />
- Mgun multiplier increased from 0.3 to 0.7 for all tanks, hovercraft and 'Mechs<br />
- Blood Asp "Prime" - changed 2x CERMBL to 2x CMPL, removed GECM, decreased armour<br />
- Blood Asp "B" - removed GECM, decreased armour<br />
- Blood Asp "C" - removed 2x CERSBL, decreased armour<br />
- Blood Asp "D" - removed AMS, decreased armour<br />
- Blood Asp "E" - new configuration: 2x CHLL, 2x CHML, 6x CHSL, 22DHS<br />
- Madcat Mk2 "Prime" - decreased armour<br />
- Madcat Mk2 "D" - removed 2x CERSBL, decreased armour, removed 1 DHS and 2 free tons<br />
- Puma "Prime" - removed Crusader pods, replaced with Assault Basic pods on arms for size rule compliance, Flamers moved to chin mounts<br />
- Shadowcat "A" - changed 1x CERMBL to 2x CERSBL to preserve free tonnage, decreased armour<br />
- Shadowcat "C" - removed Barrage pod, replaced with Assault Basic pod for ClanGauss mount for size rule compliance<br />
- Shadowcat "E" - new configuration: 3x CMPL, 1x CHLL 6 DHS, MASC, additional armour<br />
- Thor "C" - changed BAP to BHP and added 1 DHS<br />
- Atlas "C" - removed 2x SRM6, reduced free tons to 3<br />
- Bushwacker "Prime" - removed BAP, reduced free tons to 1<br />
- Bushwacker "A" - changed pods for RAC5 to Assault Basic Pod for size rule compliance<br />
- Catapult "A" - added 1x HS, increased armour<br />
- Catapult "B" - added 1x HS<br />
- Catapult "C" - upgraded BAP to BHP, increased armour<br />
- Fafnir "A" - reduced free tons to 4<br />
- Fafnir "E" - removed all free tons<br />
- Hollander "A" - removed 2 free tons<br />
- Owens "A" - removed Flamer<br />
- Owens "B" - BHP downgraded to BAP<br />
- Owens "C" - removed single HS<br />
- Raven "Prime" - downgraded BHP to BAP<br />
- Raven "C" - removed 1 HS<br />
- Thanatos "D" - decreased armour<br />
- Uziel "Prime" - changed 2x MG to 2x ERSBL<br />
- Uziel "B" - added GECM, reduced armour<br />
- Uziel "C" - changed SSRM6 to SRM6<br />
- Uziel "D" - removed BAP, added GECM<br />
- Uziel "E" - removed free tons<br />
- Warhammer "Prime" - added 1 HS, increased armour<br />
- Warhammer "B" and "C" - decreased armour<br />
- Harasser "Prime" - removed BAP<br />
- Harasser "A" - removed GECM<br />
- Harasser "B" - removed BAP<br />
- Harasser "C" - removed BAP<br />
- Harasser "D" - removed armour, removed BHP, increased HS count to 5<br />
- Harasser "E" - removed 1 free ton<br />
- Hephaestus "Prime" - added 2 DHS<br />
- Hephaestus "A" - increased armour<br />
- Hephaestus "B" - increased armour<br />
- Hephaestus "C" - decreased armour, downgraded BHP > BAP<br />
- Oro "B" - added armour<br />
- Oro "E" - reduced armour<br />
- Demolisher "C" - removed 2 free tons<br />
- Sparrowhawk "Prime" - increased armour<br />
- Sparrowhawk "C" - removed 1 free ton<br />
- Shiva "A" - variant refactored to 2x ERPPC, 2x HeavyGauss, 4 DHS, BHP, 4 tons free<br />
<br />
Known Issues:<br />
- AC10/UAC10/CUAC10 exceeds stated range slightly (present in 0.5.4)<br />
</pre><br />
<br />
===0.5.4===<br />
'''Release date:''' 20 December 2011<br><br />
'''Standalone:''' No<br><br />
'''Changelog:'''<br><br />
<pre class="mw-collapsible mw-collapsed"><br />
Bug Fixes:<br />
- Fixed Thor shooting from the hip<br />
- Improved Loki texture<br />
<br />
New Features:<br />
- Crash reporting is now enabled in the release dlls (without a performance penalty)<br />
<br />
Balance Changes:<br />
- Changed tank armor distribution<br />
<br />
New Content:<br />
- New ‘Mech: Inner Sphere Fafnir<br />
- New ‘Mech: Clan Blood Asp<br />
- New weapon: Improved Heavy Gauss Rifle<br />
<br />
Other Changes:<br />
- Resized Inner Sphere Uziel to be in line with the other medium ‘Mechs<br />
- Various small changes and fixes to TC_Thunderrift, TC_Marshes, TC_Kagoshima, TSA_Inferno, TSA_Marshes<br />
</pre><br />
<br />
===0.5.3===<br />
'''Release date:''' 1 November 2011<br><br />
'''Standalone:''' No<br><br />
'''Changelog:'''<br><br />
<pre class="mw-collapsible mw-collapsed"><br />
Bug Fixes<br />
<br />
- Fixed VTOL spawning in aero hangar<br />
- Switched to static linking for the vc runtime (this will stop the need to install redistributables on player machines)<br />
- Improved morrigu driving behaviour<br />
- Fixed shiva variant with clan weapons<br />
- Fixed wrong naming for Clan arrow IVs<br />
- Fixed stuck spots and other problems for the following maps: TSA_Extremity, TSA_Sandblasted, TSA_Inferno, SA_BrokenVista, TC_Sandblasted<br />
<br />
Other Changes:<br />
- Thor now meets art quality and baseline performance standards.- Loki legs have been tweaked.<br />
</pre><br />
<br />
===0.5.2===<br />
'''Release date:''' 19 October 2011<br><br />
'''Standalone:''' No<br><br />
'''Changelog:'''<br><br />
<pre class="mw-collapsible mw-collapsed"><br />
New Features<br />
<br />
-added sv_leaguemode_commentator to disable the commentator in SA/LMS leaguemode <br />
-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 "default" <br />
-Added a server messages system<br />
-Added server-side ban system<br />
-Added high-ping-kick system<br />
-added server side command to list connected players and their gamespyid<br />
-toggleIntCvar command to ease keybindings<br />
-added Server option to log chat (sv_logChat).<br />
<br />
<br />
Bug Fixes<br />
<br />
-Spectators and dead players are now displayed correctly in SA<br />
-Active ejection disabled in SA<br />
-Repairs stop when under fire<br />
-Fire group chain fire states are saved<br />
-Fixed player getting a score reward for suiciding in LMS<br />
-Scoreboard in LMS and SA is now sorted by score and then by kills<br />
-Fixed various flash console spam<br />
-Fixed a crash in the chat log display<br />
-Fixed physics drain from tank wheels.<br />
-Fixed some actionmaps still lead to weapon group input on cbill menu actions<br />
-Aerospace Colision multipliers on wings dropped in an effort to make them land at least slightly easier without exploding<br />
-Fixed crash caused by jump jet sound playback<br />
-Fix possible crash on map change.<br />
-Fixed confusing sv_leaguemode_ams handling - now 1 is AMS on, 0 is off<br />
-Possible fix for server-side crash<br />
-Fix Duncan talking thousands of lines at once after being tabbed out of the game for a while.<br />
-Possible fix for autodownloader issue on Windows XP<br />
-Fix auto-join by moving the team picking to the server-side.<br />
-Fixed Scrolling on the map as BA throws C8.<br />
-improved spritesheet on laser impact<br />
-Fixed major performance sink in stats tracking code<br />
-Attempts to improve overall tracked vehicle movement params, particularly for hill climbing performance, neutral turning and low-speed turning.<br />
-Fixed various stuck spots and glitches in SA_Glory, TC_DeathValley, TC_Kagoshima, TC_Marshes, TC_Sandblasted<br />
-Performance optimizations for various particle effects<br />
<br />
<br />
Balancing<br />
<br />
-Address "Repair Tanking" exploit for repair frames and hangars adds a 10s delay after enemy hits until repairs start.<br />
-Uziel A has now two tons of ammo, BAP and no LRM5<br />
-Gauss rifles fixed. They no longer do any damage past 901m, even though they're somehow travelling past that.<br />
-Shadowcat max reverse speed reduced to something normal.<br />
-Tightened up LBX10 spread by 26% Also decreased damage-drop-per-meter<br />
-Increased LBX10 and LBX20 weapon C-Bill costs to reflect relative effectiveness of the weapon.<br />
-modified Raven D: removed SXPL and one heatsink and changed medium lasers to ER medium lasers.<br />
-Fixed ammo count for AC20 (12 -> 16) <br />
-Shifting armour values for larger torsos on Cougar and Uziel.<br />
-Naming consistency for Clan Small Pulse Laser, was "Clan ER Small Pulse Laser"<br />
-Limited C-Bill transfers to 5k per minute<br />
<br />
<br />
New Content<br />
<br />
-New Solaris Arena Map SA_Vista<br />
-Completely redone huit. greatly improves performance and fixes huit crash<br />
-new laser impact fireball sprite<br />
-new AC2/5 particle effect<br />
<br />
<br />
Actionmapper<br />
<br />
-fixed conflict detection within actions in the same scope (e.g. spectator, cbill menu)<br />
-removed coolant and radar key conflicts with aero/vtol specific controls<br />
-added conflict detection across tabs for actions that can overlap (e.g. Vehicle over Mech/Tank?/etc)+<br />
</pre><br />
<br />
===0.5.1===<br />
'''Release date:''' 29 May 2011<br><br />
'''Standalone:''' No<br><br />
'''Changelog:'''<br><br />
<pre class="mw-collapsible mw-collapsed"><br />
New Features<br />
<br />
- Limit SA to 16 players<br />
- Disabled ejection in SA<br />
<br />
Bug Fixes<br />
<br />
- SA maps can not be used in TSA anymore which was not intended<br />
- Enabled BAP in Uziel "D"<br />
- Fix in Actionmapper to detect joystick buttons > 38<br />
- Fix for AC20 shells jumping<br />
- Fix freezes when Duncan starts to talk<br />
- Fixed ammo buyzones for APC on SA Maps<br />
<br />
Optimizations<br />
<br />
- Improved performance on AC10/20 muzzle flash<br />
- Removed physics on RAC shells<br />
</pre><br />
<br />
===0.5.0===<br />
'''Release date:''' 27 May 2011<br><br />
'''Standalone:''' Yes<br><br />
'''Changelog:'''<br><br />
<pre class="mw-collapsible mw-collapsed"><br />
New Features <br />
<br />
- new game mode : Solaris Arena <br />
- new game mode : Last Man Standing <br />
- SA/LMS custom scoring & awards system <br />
- Crysis Wars HUD system implemented <br />
- map auto-downloader system enabled with custom z-lib extractor library <br />
- new award indicators on HUD for award types <br />
- chainfire now supported for all weapon groups individually <br />
- Cbill rewards will now be shown below the cbill display with a icon indicating the reason for the reward <br />
- New League Mode cvar sv_leaguemode_ams to disable AMS turrets <br />
- Console command to dump the MWLL asset and weapon prices ( dumpMwllPrices ) <br />
- TC maps can be used for TSA and TOS for scrims <br />
- add cvar hud_spec_minimumMode, hiding the "Spectating" message and <br />
camera lense flash effect in spectator modes for a cleaner image when set to 1 <br />
- add 3 new actionsmaps for spectator z-axis movement, specmoveup (bound to 'r'), specmovedown (bound to 'f'), <br />
- specmovez (bound to joystick_z) without current Actionmapper support <br />
<br />
New Content <br />
<br />
- new variants for Mechs and vehicles <br />
- new Map : TC_Sandblasted <br />
- new Map : SA_Glory <br />
- new Map : SA_HelsGate <br />
- new Map : SA_Jungle <br />
- Duncan Fisher Solaris Arena Announcer audio <br />
- single bay 'Mech hangar prefab <br />
- SA stadium model & crowd texture <br />
- SA camtower model <br />
- SA promotional posters <br />
- SA clan recruitment posters <br />
- replaced multiple particle effects (better visual and performance) <br />
<br />
Balancing <br />
<br />
- lowered per-missile damage for ATMs <br />
- Pulse Lasers now have different ranges based on Clan/IS version <br />
- increased Clan Pulse Laser C-Bill costs, reduced cost of IS version <br />
- AC10/UAC10 now have faster projectile speed <br />
- AC10/UAC10 primary and secondary damage improved <br />
- lowered tonnage for Clan Medium and Large Heavy Lasers <br />
- LBX2/5 (for both Clan and IS) now refire faster and have DPS more inline with series set forth by LBX10/20 <br />
- new Uziel "D" and "E" variants <br />
- corrected Sparrowhawk variants <br />
- laser weapons now make audible impact sounds <br />
- screen shake from SRM/SSRM/ATM reduced <br />
- aerospace must land to rearm by default (can be overriden by League Mode cvar) <br />
- aerospace rearm at APCs is disabled (can be overriden by League Mode cvar) <br />
- hitboxes improved for all ground vehicles <br />
- hitboxes improved for Mk2, Madcat <br />
- BA TAG range increased to 550m <br />
- Removed UAC "double jeopardy" cooldown penalty <br />
- Sparrowhawk flight parameters adjusted so it's not as "clunky", but still more manouverable then the Sulla <br />
<br />
Optimisation <br />
<br />
- heavily optimised TC_DeathValley map to reduce drawcalls and texture memory usage <br />
- bulletimpacts system corrected <br />
- class based sound channel calling system for vehicles <br />
- various Oneshot and MaxChannels issues resolved with sound palette <br />
- tracked vehicle handling improved globally, less slip on inclined surfaces <br />
<br />
Bug Fixes <br />
<br />
- Fixed streak srms getting stuck in mid air <br />
- turret pitch locking for tracked vehicles when going over rapidly varying terrain resolved <br />
- coolant refill bug resolved <br />
- Aecm fixed <br />
- fixed ammo quick buy behaving incorrectly sometimes <br />
- fixed a crash caused by the respawn timer getting loaded and unloaded on every spawn <br />
- Disabled firegroup input while cbill sharing menu is open if there are key conflicts <br />
- Removed UAC "double jeopardy" cooldown penalty <br />
- Fixed partial ammo reload costing price of full ton <br />
- Fixed stuck buy zones from APC <br />
- Fixed not being able to buy additional ammo for Harasser E if ammo was depleted <br />
- Fixed corrupted display of coordinates specifier in the map display for non-english versions of Crysis Wars <br />
- Fixed MRMs 10 and 20 so that they don't have missiles flying off at a stupid angle <br />
- Fixed SSRMs and RACs to not have recoil on non-mechs <br />
- Tweaked PPCs and RACs so that their visual effects should be more accurate to their damaging effects <br />
<br />
Other changes <br />
<br />
- support for standard Crysis has been removed <br />
- more robust cheat protection system implemented for both client and server <br />
- extraneous start menu options have been removed for greater clarity <br />
- menu CONFIG option now invokes included Actionmapper utility <br />
<br />
Actionmapper <br />
<br />
- new look and feel, icons for key panel, short descriptions for each action when selected <br />
- moved aero/vtol invert actions close to the actions they belong to <br />
- fix provided for bug where you had to click twice on an action to get it to properly update the key selection UI panels <br />
- added code to preserve autoexec.cfg comments and formatting when writing out <br />
- corrected XI fire action to be onPress instead of onRelease in the default actionmaps <br />
- fixed issue where infinite loop of popups would occur when there's only one profile with no actionmaps.xml file present <br />
<br />
Installer <br />
<br />
- more verbose pre-installation instructions provided <br />
- installer support for standard Crysis has been removed <br />
<br />
Auto Updater <br />
<br />
- Fixed download size terminology (thanks to WhiteZero for reporting) <br />
- Updates for the Auto Updater, Beta Launcher or Crash Reporter now called 'MWLL Tools' <br />
- Fixed a bug that caused updates for the Auto Updater not to be installed before any other MWLL updates <br />
- Detect if Beta Launcher is running fixing various crashes related to this <br />
- When the Auto Updater fails to install a file, it will prompt the user with a Retry-Cancel dialog instead of terminating the update <br />
- A new 'Settings' button was added to the update window, clicking on it will pause the update and show the settings dialog. <br />
- Added options to limit the upload and download speed (thanks to ~SJ~ Darthbob for the idea) <br />
- Settings are now global and persistent across updates <br />
- Fixed a crash when multiple instances of the application was attempted to be started <br />
- A 'Retry' option was added to the error dialog when the Auto Updater has failed to check for updates <br />
- Improved the update selection logics to prefer smaller-scale updates <br />
- Fixed a serious bug in the update download and post-installation logics <br />
- All log files and data files are now stored in My Games\Crysis Wars\MWLL\Launcher <br />
<br />
Beta Launcher <br />
<br />
- Now will automatically exit in most cases when the Auto Updater is beginning to download an update. <br />
- Fixed a bug in the server level rotation generator that caused Test of Strength game mode not to be working properly <br />
- Fixed a crash when multiple instances of the application was attempted to be started <br />
<br />
Known Issues <br />
<br />
- Thor footsteps do not play <br />
- 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 <br />
- repairs are not halted when damage is taken, will be addressed in 0.5.1 <br />
- MWLL logo in main menu does not support custom menu skin colour (known issue, will not fix) <br />
</pre><br />
<br />
===0.4.9===<br />
'''Release date:''' 16 February 2011<br><br />
'''Standalone:''' No<br><br />
'''Changelog:'''<br><br />
<pre class="mw-collapsible mw-collapsed"><br />
Debugging<br />
<br />
- Debug DLLs now properly catch fatal engine crashes<br />
<br />
<br />
Balancing<br />
<br />
- LRMs : reduced clip size to 180 from 240<br />
- LRMs : reduced reload time between volleys depending on LRM size<br />
* LRM5 : + 100%<br />
* LRM10 : + 33%<br />
* LRM15 : + 11%<br />
* LRM20 : unchanged<br />
- MGUNs now carry 1000 bullets instead of 800<br />
- Clan UAC10/20 and UAC10/20 have their secondaryDamage (vs. BA) added<br />
- Repairing at home base is now cheaper<br />
- Eagle Eye Turret not longer shooting at BA at long range<br />
<br />
<br />
Variants<br />
<br />
- Modified Hawkmoth E<br />
<br />
<br />
Particle Effects<br />
<br />
- new RAC tracer effect<br />
- changed RAC impact effect<br />
- optimized mPPC trail<br />
<br />
<br />
Bug fixes<br />
<br />
- Fixed : broken rank names in Test of Strength gamemode<br />
- Fix for a server crash<br />
- Fixed : Scoreboard always showing TC mode scoring<br />
<br />
<br />
Other Changes<br />
<br />
- Vehicles now can only be sold if they stand still<br />
- Updates to actionmapper<br />
</pre><br />
<br />
===0.4.8===<br />
'''Release date:''' 03 February 2011<br><br />
'''Standalone:''' No<br><br />
'''Changelog:'''<br><br />
<pre class="mw-collapsible mw-collapsed"><br />
- Fixed a server crash caused by the ticket end timer<br />
</pre><br />
<br />
===0.4.7===<br />
'''Release date:''' 02 February 2011<br><br />
'''Standalone:''' No<br><br />
'''Changelog:'''<br><br />
<pre class="mw-collapsible mw-collapsed"><br />
Bug fixes<br />
<br />
- Reverted Loki legs to non-crashing version addressing issues with both Loki and Thor crashing clients<br />
- Fixed PPC particle effect which caused clients to crash<br />
- Fixed some buy menu entries<br />
</pre><br />
<br />
===0.4.6===<br />
'''Release date:''' 01 February 2011<br><br />
'''Standalone:''' No<br><br />
'''Changelog:'''<br><br />
<pre class="mw-collapsible mw-collapsed"><br />
Bug fixes<br />
<br />
- Added missing Partisan D & E for conditional testing (was missed in 0.4.5)<br />
- Added missing files to enable client side cvars<br />
- Fixed Thor A buy menu entry<br />
- possible fixes for Huit and Morrigu crashing<br />
- fixed debugging dlls causing crashes<br />
</pre><br />
<br />
===0.4.5===<br />
'''Release date:''' 31 January 2011<br><br />
'''Standalone:''' No<br><br />
'''Changelog:'''<br><br />
<pre class="mw-collapsible mw-collapsed"><br />
Balance<br />
<br />
- Lowered Light Kinetic, Kinetic and Energy multipliers for Hawkmoth chassis<br />
- Lowered aerospace and VTOL detection radius for Hellgiver turret from 800m to 700m<br />
<br />
Bug fixes<br />
<br />
- cvars v_invertAeroPitch/Roll/YawControl and v_invertoVTOLPitch/Roll/YawControl now modifiable<br />
- Vehicle aiming: fixed turret rotation getting stuck until backed off<br />
- Corrected Buy Menu descriptions for several variants to match actual implemented equipment<br />
- Fixed Hawkmoth C3 implementation<br />
- Morrigu handling improved, reduced slip<br />
<br />
Other changes<br />
<br />
- Vehicle aiming: stripped away most of the inertia and ‘mouse queue’<br />
- Vehicle aiming: now affected by cl_sensitivity (the mouse slider in options)<br />
- Vehicle aiming: additional cvar cl_turretsensitivity<br />
- Added Partisan “D” and “E” variants for conditional testing<br />
- Better debugging facilities<br />
</pre><br />
<br />
===0.4.4===<br />
'''Release date:''' 26 January 2011<br><br />
'''Standalone:''' No<br><br />
'''Changelog:'''<br><br />
<pre class="mw-collapsible mw-collapsed"><br />
Note<br />
<br />
The Auto Updater will reset your Actionmaps when installing this update.<br />
This is required to activate the new bindings for vehicle controls.<br />
<br />
Balance<br />
<br />
- changed allocation of armour for Hollander to improve Right Torso durability<br />
- reallocated the armour distribution for tanks to remove a small amount from the turret<br />
- decreased armour factor for tanks by 6.7%<br />
- heavy laser balance set: increased cost by 5%, decreased damage by 5%, increased heat-per-shot by 7%<br />
- TSA_Palisades AMS turrets added in IS and Clan bases<br />
- TC_DeathValley AA turrets added into capture bases<br />
- TC_ThunderRift extra turrets added into capturable bases, starting base turrets overhauled and tuned<br />
- Changed variants of: Loki, Madcat, Thor, Shadowcat, MKII, Cougar, Shiva<br />
- All mountable weapon damage Reduced by 6.7%, Damage dropoffs changed significantly.<br />
<br />
Bug fixes<br />
<br />
- Mech braking while holding (w) or (S) affected heat and acceleration<br />
- TSA_Frostbite calliope turrets fixed and working<br />
- TSA_ThunderRift map fixed and working<br />
- TC_ThunderRift numerous stuck spots fixed<br />
- TSA_Palisades numerous stuck spots fixed<br />
- TC_DeathValley base capture areas no longer extend beyond base walls, plus numerous other fixes<br />
- TC_Marshes fixed numerous user reported bugs<br />
- TC_Kagoshima fixed numerous user reported bugs<br />
- All Maps have had repair bay entites tweaked to help with getting stuck<br />
- fixed various models that were missing from some maps<br />
- Fixed Harsser and Hephaestus so they can't push heavy tanks around so much<br />
<br />
<br />
Other changes<br />
<br />
- Points from kills are now awarded based on damage dealt<br />
- made Mech turning less lumbering; some other adjustments<br />
- Mechs: using brake and then throttling in opposite direction will brake to zero before accelerating<br />
<br />
Known Issues<br />
<br />
- some ladders on some maps will not function correctly<br />
- some Tanks may get stuck on repair bays under certain circumstances<br />
- single bay mech hangers will allow build when occupied<br />
- single bay mech hangers will allow repair under certain circumstances<br />
</pre><br />
<br />
<br />
===0.4.3===<br />
'''Release date:''' 02 January 2011<br><br />
'''Standalone:''' No<br><br />
'''Changelog:'''<br><br />
<pre class="mw-collapsible mw-collapsed"><br />
Bug Fixes:<br />
<br />
- fixed: crash in synchronized storage<br />
- fixed: race condition in debug dll<br />
</pre><br />
<br />
===0.4.2===<br />
'''Release date:''' 31 December 2010<br><br />
'''Standalone:''' No<br><br />
'''Changelog:'''<br><br />
<pre class="mw-collapsible mw-collapsed"><br />
Balance<br />
<br />
- pricing for the RAC2/RAC5 was increased to reflect its usefulness<br />
<br />
Bug Fixes<br />
<br />
- fixed: crash due to overheat damage<br />
- fixed: crash on connect<br />
- fixed: joystick handler looking for the joystick.cfg in the wrong place when using Wars<br />
- buy menu icon for Thor not displaying correctly<br />
</pre><br />
<br />
===0.4.1===<br />
'''Release date:''' 29 December 2010<br><br />
'''Standalone:''' No<br><br />
'''Changelog:'''<br><br />
<pre class="mw-collapsible mw-collapsed"><br />
Bug Fixes<br />
<br />
- fixed the issue with a corrupted Sounds.pak<br />
</pre><br />
<br />
===0.4.0===<br />
'''Release date:''' 29 December 2010<br><br />
'''Standalone:''' Yes<br><br />
'''Changelog:'''<br><br />
<pre class="mw-collapsible mw-collapsed"><br />
Balance<br />
<br />
- AC10/20s no longer overheat while shooting<br />
- (U)AC10/20, LBX10/20, RAC5: now have increased damage at shorter range<br />
- reduced the explosive force of SRMs and SSRMs. (less explosive knockaround)<br />
- decreased heat produced by (U)AC10/20<br />
- new pricing schema for 'Mechs, vehicles and weapons<br />
- mPPC is now a dedicated Battle Armour weapon and cannot be take into/purchased in vehicles<br />
- repairing 'Mechs now takes longer and is more expensive<br />
- repairing Aerospace now takes much longer and is more expensive<br />
- repairing tracked and hover vehicles is less expensive<br />
- aerospace now have a specific engine component vulnerability<br />
- killing BA now rewards the player depending on the rank of the enemy and equipment carried<br />
- minimum possible revive time is now 30 seconds. As this is a group spawn timer the average respawn time will be 15 seconds<br />
- double heatsinks now cost double the amount and have been given to selected Inner Sphere Mech variants<br />
- added support for seeing enemy NARC beacons with C3. Team can now remove NARC beacons with EMP damage (PPC or critical explosion)<br />
<br />
Bug Fixes<br />
<br />
- fixed : Bug which could be exploited to load unlimited amounts of ammo into a Mech or vehicle<br />
- fixed : Stuck MASC on shutdown<br />
- fixed : Grenade switching locking keys and firing primary weapon<br />
- fixed : ASF boost not turning off when shutting down<br />
- fixed : Team colors not being displayed when spectating<br />
- fixed : Bug in Test of Strength which caused C-Bills to be reset on server restart<br />
- fixed : Base turrets not working on Mirage<br />
- fixed : Revive timer not disappearing sometimes<br />
- fixed : Bug which caused a crash when buying BA weapons<br />
- complete replacement of Novacat leg rig and animations, fixes common Novacat crashes (bounding box crash)<br />
- attempted to fix aiming being tied to framerate<br />
- refactored explosion handling to improve server performance<br />
- improved 'Mech control, for example throttle is not reset to 0 after a fall<br />
- improved Flamer heat-imparted serialisation to moving targets<br />
- refactored repair mechanism for better server performance<br />
- added solids to 8-bay hanger to address the fall through hangar bugs<br />
- removed unintended Flash traces to console<br />
- added missing buy menu icons for Mechs and Tanks (Osiris, Novacat, Long Tom, etc.)<br />
- various console error spam issues resolved<br />
- fixed lasers shooting through objects and terrain if target is visible for the recutile<br />
<br />
New Features<br />
<br />
- initial release of dual-platform support for Crysis and Crysis Wars<br />
- cheat protection enabled serverside<br />
- new game mode : Terrain Control<br />
- enabled Beta DLL logging and provided facility to upload crashlogs <br />
- added server command : sv_say_center<br />
- new Weapons : X-Pulse Lasers (Inner Sphere)<br />
- new Weapons : Heavy Beam Lasers (Clan)<br />
- new Weapon : ATM (Advanced Tactical Missile) (Clan)<br />
- added gameplay hints display during map loading process<br />
- league mode cvars to alter certain gameplay aspects (see League Mode documentation)<br />
- league API for additional League Server Setup support<br />
- league mode HUD notification message<br />
- turret AI now has different detection distances for BA/Mech/Aero/Tank etc.<br />
- modified screen overlay indicators for targets and bases<br />
- Battle Armour now loses HUD upon EMP damage<br />
- IS has now its own rank names in TSA<br />
- enhanced sv_is_vs_clan CVar: 0 = all assets, 1 = IS vs. Clan, 2 = IS vs. IS, 3 = Clan vs. Clan<br />
- new firebomb particle and sound, increased visual/audible range<br />
- Hit indicator sound now plays for gauss weapons too<br />
<br />
New Content<br />
<br />
- new variants for Mechs and vehicles<br />
- new Battle Armour HUD<br />
- new Map : TSA_Palisades<br />
- new Map : TC_DeathValley<br />
- new Map : TC_Kagoshima<br />
- TC version of Thunder Rift<br />
- TC version of Marshes<br />
- TC version of Mirage<br />
- new sounds for RAC2 and RAC5<br />
- new turrets: Sentinel and Hellgiver<br />
- single repair bay for field use<br />
- single bay 'Mech hanger for field use<br />
- new destructible tree models<br />
- new Clan light hovercraft : Hephaestus<br />
- new Clan assault tank : Morrigu<br />
- new Clan heavy 'Mech : Thor<br />
- new MRM sound<br />
- new icons for weapons and ammunition<br />
- 'Mech reactor sounds are now dynamic with speed<br />
- Betty audio notification system for TC game mode<br />
<br />
Optimizations<br />
<br />
- particle effects support variable performance settings (from Crysis presets)<br />
- cleanup and optimization of all sounds, numerous sound channels saved in heavy fights<br />
- optimization of buy menu<br />
<br />
Other Changes<br />
<br />
- Solaris Arena has been renamed to Team Solaris Arena<br />
- doubled spectator zoom distance (when rotating around a mech)<br />
<br />
External Tools<br />
<br />
- numerous reliability, performance improvements, and bug fixes. All known issues with the Beta Launcher or the Auto Updater have been addressed<br />
<br />
Auto Updater<br />
<br />
- added new functionality to allow release of updates for the external tools (Launcher, Auto Updater, etc.) only. Allows fo rapid hot-fix deployment<br />
- 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<br />
- 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<br />
- The application now can be minimized to the system tray, where it will keep providing information about the update status<br />
<br />
Beta Launcher<br />
<br />
- Added option to enable/disable automatic check for updates.<br />
- 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<br />
<br />
Known issues<br />
<br />
- Grenades get stuck on Inferno upon buying NARC after spawn from APC and trying to switch them. Selected Inferno cannot be thrown nor changed<br />
- Terrain Control: Cbills are not returned when construction is canceled due to base being captured by enemy<br />
- Firing SSRMs from Aerospace may cause it to jump unintentionally<br />
- New hovercrafts are missing 'blast' effect (blow from below it)<br />
- Aerospace may not crash under water<br />
- Shiva might get stuck in hangar while parking it for repairs<br />
- Spectators can destroy fences<br />
</pre><br />
<br />
===0.3.2===<br />
'''Release date:''' 12 July 2010<br><br />
'''Standalone:''' No<br><br />
'''Changelog:'''<br><br />
<pre class="mw-collapsible mw-collapsed"><br />
Balance<br />
<br />
- increased minimal falling height to 3.0m<br />
- +8% damage for kinetic weapons against aeros<br />
- increased flight speed of ppcs and AC2/AC5<br />
- decreased fire bomb damage by 8%<br />
<br />
Bug Fixes<br />
<br />
- fixed bug which caused server crash<br />
- fixed Team Tickets display<br />
- fixed weapon reload HUD indicator<br />
- fixed invisible grid locations on maps with bright minimap<br />
- fixed Elemental health Flash error<br />
- fixed spectator overlay<br />
- fixed unnecessary trace commands<br />
- fixed lockon tone for vehicles despite no SRM/LRM present<br />
- increased time after a mech is sold to prevent teleport bug<br />
- fixed bug which caused billing of the original owner when repairing a stolen mech<br />
- fixed Test of Strength not changing map after round end<br />
- fixed phantom MASC<br />
- fixed rank not being restored after reconnect to a server<br />
- optimized particle effects for better performance during heavy firefights<br />
<br />
New Features<br />
- added artificial horizon for VTOLs / Aerospace<br />
- new color in reload indicator when a weapon is empty<br />
</pre><br />
<br />
===0.3.1===<br />
'''Release date:''' 23 June 2010<br><br />
'''Standalone:''' No<br><br />
'''Changelog:'''<br><br />
<pre class="mw-collapsible mw-collapsed"><br />
Bugs<br />
- resolved scoring and ranking issues due to order-of-magnitude changes<br />
- damage rewards increased per unit damage<br />
- resolved flashing/intermittent HUD indicators for MISSILE, NARC, TAG<br />
- revamped HUD indicators for ECM, Active Probes, LAMS and C3 to fit with existing aesthetic<br />
- C3 rewards are now appropriate<br />
- BA myomer sound decreased by 2dB<br />
- hit feedback sound increased by 10x<br />
- change Betty destroyed notification weightings to favour "DESTROYED" more, improved intelligibility<br />
- resolved client-side entity spawn crash<br />
<br />
Actionmapper<br />
- Added window title information including the actionmaps name currently being viewed/edited, along with tags for if its been modified or is active<br />
- Added Next/Prev Weapons group actions to Vehicle tab<br />
- Added "Deploy" action to tank tab (used for Long Tom)<br />
- Added "Sell Vehicle" action to Vehicle tab<br />
- Added digital roll left/right actions for VTOL and Aero tabs<br />
- Added additional "XI" axis to Mech/Tank/VTOL/Aero tabs<br />
- Added "New Actionmaps" and "Set Active" buttons to top of screen for better new user visibility<br />
- Added "Left or Right" selection dialog when Shift, Control, or Alt keys are pressed since detection library can't determine by itself<br />
- Added helpful text when clicking on an action marked with "?" to let user know they need to create a New Actionmaps to map it<br />
- Restructured VTOL and Aerospace tab actions<br />
- Fixed using "Set Active" on unsaved actionmaps could lead to unsaved changes not getting saved<br />
- Fixed Player tab "Jump"/"Jump Jet" rebinding since Player BA needs both set to same key<br />
- Fixed issue with "XI Fire" actions by showing them in the Vehicle tab in case of conflicts<br />
<br />
Launcher<br />
- fixed numerous crashes<br />
- 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<br />
<br />
Exploit fixes<br />
- fix for buying vehicle, suiciding, boarding vehicle and reselling, 2 minute "sell vehicle" cooldown timer, timer is bound to vehicle not player<br />
<br />
Logging<br />
- improved server-side logging feature for debug<br />
<br />
Maps<br />
- SA_Frostbite, particle performance improved, night "blizzard" effect<br />
- SA_Frostbite now supports Test of Strength mode<br />
- SA_Marshes, particle performance improved, ToD issues<br />
- SA_Mirage, night/day cycle improved<br />
<br />
Balance<br />
- BA Micro Beam Laser, decreased damage and increased refire interval (5.5 seconds)<br />
- buy menu now prevents purchase of BA Micro Beam Laser in vehicles<br />
- BA AC2 weapon damage adjusted, no longer one-shot kill, damage to vehicles is appropriate<br />
- AC10/AC20 damage increased<br />
- variant change for MadCat B, removed LAMS, added 2x DHS, no longer causes global warming<br />
</pre><br />
<br />
===0.3.0===<br />
'''Release date:''' 12 June 2010<br><br />
'''Standalone:''' Yes<br><br />
'''Changelog:'''<br><br />
<pre class="mw-collapsible mw-collapsed"><br />
Balance<br />
- Almost every weapon has been rebalanced using the new internal balacing tools.<br />
- Armor across all vehicles has been rebalanced as well.<br />
- All vehicle variants adjusted to match perfectly to improved tonnage rules. Be warned these are not CBT, but are now strictly adhered to.<br />
- Prices on weapons tweaked, more to come later.<br />
- AC10's and AC20's are now automatic firing weapons.<br />
- Ultra AC's now have a significant jam penalty when overheated.<br />
- All tank's have had the their movement params tweaked.<br />
- AMS now only focuses on 1 salvo of missiles at a time.<br />
- AC10's and AC20's now explode after a certain range<br />
- Increased repair costs.<br />
- Increased maximum flight ceiling of aerospace to 1500m.<br />
- Damage has been tweaked across the board to increase average combat time.<br />
- Reduced order of magnitude on scores.<br />
- Slightly reduced C-Bill accrual rate.<br />
- Cockpit now shakes significantly when jump jetting in a Mech.<br />
- BA view screen shakes slightly when jump jetting.<br />
- Gauss projectile speeds increased.<br />
- PPC projectile speeds slightly decreased.<br />
- AC2/AC5 ranges slightly decreased, now inccur linear damage drop off after stated max range.<br />
- AC10/AC20 inccur damage drop off after stated max range.<br />
- Hawkmoth B reconfigured to hunter killer loadout.<br />
- More than we could possibly listed here.<br />
<br />
Bug Fixes<br />
- Fixes for most Light Mech leg animations.<br />
- Fixed out of combat area ceiling height on Inferno.<br />
- If buying ammo for a partially empty weapon the player is only billed for the missing rounds (partial tons).<br />
- AMS is now repairable.<br />
- Aerospace manuverability is no longer frame dependent.<br />
- Fixed vehicle heat damage behaviour.<br />
- Fixed ejector seat not disabling after use for owner of the vehicle.<br />
- Improved joystick support.<br />
- Buying at an APC now also works when connecting to the server after the APC was spawned.<br />
- Hovercrafts now have functioning boost with no overheat effect.<br />
- AMS now stays on one Arrow IV if multiple missile instances are inbound.<br />
- Fixed Mech landing sounds sometimes not playing.<br />
- Fixed destructible trees demanding too much performance.<br />
- Fixed pilot positions in a few mechs.<br />
- C-Bill transfer dialogue and controls do not change weapon group assignments.<br />
- Fixed Test of Strength prices.<br />
- Fixed bug in BA jumpjet effect that caused a CDT.<br />
- Fixed bug which caused weapon reloading not to be correctly displayed on the client.<br />
- Improved Novacat leg animation & performance, *not final version.<br />
- Fixed extra ton of ammo exploit.<br />
- Bomb sight is now more accurate, lateral momentum still not accounted for.<br />
- Fixed bug which caused a VTOL/aerospace to be stuck in hangar structure after spawn.<br />
- Fixed a bug which caused the Harrasser to be stuck in water sometimes.<br />
- Fixed bug which caused damage not to be transfered from the backtorso to torso when backtorso was destroyed.<br />
- Fixed text on HUD grenade indicators and in Buy menus.<br />
- Fix for NARC beacon not being removed after destorying a target.<br />
- Fixed jumpjet percentage indicator.<br />
- Players are not longer able to enter enemy APCs.<br />
- Fixed BA drowning to death after 2 minutes.<br />
- Wire guided weapons such as MRMs actually travel where they say they do now. Still affected by TAG & NARC.<br />
- More than we could possibly listed here.<br />
<br />
New Features<br />
- Changed behaviour of ammo quick buy key.<br />
1. Buy ammo for all empty / partially empty weapons<br />
2. If there is only one weapon that needs ammo, that ammo has purchase priority.<br />
3. If there are multiple weapons that need ammo, buy ammo for that weapon selected in the firegroup manager.<br />
- Added possibility to limit player / team respawns with Tickets in Solaris Arena and Test of Strength modes.<br />
- Added HUD display for player / team tickets (if team tickets are inactive the ticket display is used for regular team score).<br />
- Added server variable so that limits teams to IS and Clan assets only (aka "IS vs Clan" mode).<br />
- C-Bill transfer disabled during combat (damage taken), 2 minutes after suicides and reconnections.<br />
- APC owners are now rewarded with 5000 C-Bills for every BA that spawns at their APC.<br />
- ECM and passive radar now increase lock time for missiles (passive and ECM delay effects will stack)<br />
- Added three state radar detection:<br />
1. First state (between 60% and 100% with no line of sight): You only have a blip indicating a valid target and distance.<br />
2. Second state (less than 60% radar range while active with no line of sight): You gain knowledge of the target's class.<br />
3. Third State (less than 80% radar range with line of sight): You have all available information.<br />
- Radar information is cached (but not updated) if you go out of range while targeting.<br />
- Cached target data will show as "Outdated".<br />
- Refactored LUA/HUD code to allow for easy implementation of new game modes.<br />
- C3 broadcasters now receive money for transmitting new targeting information to team mates.<br />
- Now possible to sell vehicles back at the Mech bay / aerospace hangar / VTOL pad, aero hangar. Default key 'J' while still in vehicle.<br />
- 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.<br />
- Added posibility to limit buy options for a factory (not currently implemented).<br />
- You can now repair aerospace on the runway.<br />
- Betty events are now queued and no longer overlap each other.<br />
- Non-destroyed Mechs without pilot now stay a lot longer on the battlefield.<br />
- Improved landing performance for aerospace units with a "flatten glide path" feature, default key is 'L-CTRL'.<br />
- 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.<br />
- The firegroup manager now remembers the firgroup assignments depending on vehicle and variant. No need to reset them all the time anymore.<br />
- Added crouch, shutdown, AMS, overheat, deploy and C3 indicators to Mech HUD.<br />
- Changed night vision shader with custom configuration.<br />
- Long Tom has now to be deployed before it is able to shoot. Deployed via 'L-CTRL' as default.<br />
- 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.<br />
- New chat system & killog font.<br />
- New Spectator HUD overlay.<br />
- New damage display icon for tanks,VTOLs and aerospace.<br />
- Internal structure for the Uziel.<br />
- New HUD indicator when overheating.<br />
- Radar ranges and active / passive / GECM state is now shown for friendly units on the overview map as ring indicator.<br />
- Legend on overview map to distinguish all the new symbols.<br />
- Streak SRMs now have more unique firing pattern.<br />
- Heat warnings in HUD overlay.<br />
- Numerous other small features you may or may not notice.<br />
<br />
<br />
New Content<br />
- Uziel IS 50-ton Medium Mech added.<br />
- Loki CL 65-ton Heavy Mech added.<br />
- Aerospace IS Sparrowhawk added.<br />
- Added AMS turrets for bases. These are neutral and will fire and enemy and friendly shells/missiles.<br />
- Added sounds and effects to Long Tom tank and Long Tom shells.<br />
- Added a library of betty sound warnings.<br />
- Completely reworked SA_Frostbite map layout.<br />
- Reworked SA_Extremity map with new assets and improved terrain layout.<br />
- Tweaks to SA_Sandblasted map.<br />
- Tweaks to SA_Marshes map time of day, added AMS/anti-LT turrets.<br />
- Tweaks to SA_Clearcut map, trees should perform better than 0.2.0.<br />
- New map SA_Mirage map.<br />
- New map SA_ThunderRift map.<br />
- Added Actionmapper input/controls utility accessible from new beta launcher.<br />
- 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).<br />
- New Beta launcher has support for embedded update (future use).<br />
- Added new BA footstep sounds.<br />
- Added new BA gear sound (myomer approximation).<br />
- Added limited library of impact sounds for weapons fire.<br />
- New Long Tom tank model.<br />
- New Long Tom deployment/undeploy animation.<br />
- New Flamer effect.<br />
- Updated PPC effect.<br />
- New laser impact effect particle.<br />
- Added missile models to most missile types.<br />
- New BA weapon Micro Heavy Laser.<br />
- New loading screens for all maps.<br />
- New D/E variants for Shiva and Harasser.<br />
- New sounds effects for certain weapons like the Gauss and UAC lines.<br />
- Extensive Betty audio notification library added<br />
- Betty target status announcements added<br />
- Betty game state announcements added<br />
<br />
<br />
Optimizations<br />
- Optimized bandwith usage of Mech legs.<br />
- Basic bandwidth improvements over 0.2.0<br />
- Improved particle effect performance for many effects.<br />
- Improved sound channel performance for several sounds.<br />
<br />
<br />
Known issues:<br />
- Inverting the joyaxis_y on vehicles does not work.<br />
- 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.<br />
- Impact libary will not play for impacts to Mech legs, tanks, aerospace or VTOLs, will be fixed in a later version.<br />
</pre><br />
<br />
===0.2.0===<br />
'''Release date:''' 25 February 2010<br><br />
'''Standalone:''' Yes<br><br />
'''Changelog:'''<br><br />
<pre class="mw-collapsible mw-collapsed"><br />
Balance<br />
- Can now use cbill transfer manager while inside a vehicle<br />
- Reduced NARC lock on range from 1000m to 800m.<br />
- Owens now has C3 on all variants.<br />
- Owens now have MASC on B and C variants.<br />
- Warhammer speed has been increased slightly.<br />
- Increased refire rate on SRMs.<br />
- Increased refire rate on StreakSRMs.<br />
- Increased LBX5/10 damage.<br />
- Increased price of most ammo types.<br />
- Decreased MASC speed increase from 50% to 40%.<br />
- Tweaked control performance of all aerospace.<br />
- Greatly increased AC/RAC damage against BA and aerospace.<br />
- Slightly increased spread on RAC2/5s.<br />
- Increased RAC overheat time.<br />
- Rebalanced Rank salaries including starting salary.<br />
- Rebalanced accleration factors on mechs.<br />
- Increased height threshold for applying fall animations on mechs.<br />
- Firebomb and TBolt reload times greatly increased.<br />
- Decreased gauss damage agaisnt aerospace, to prevent guarenteed one shot kills.<br />
- Increased damage and heat of Clan ERPPC.<br />
- Increased speed on both Sulla and Shiva.<br />
- Updated Warhammer configurations.<br />
- Updated Puma configuration.<br />
- Updated Hawkmoth configurations.<br />
- Updated Shiva C configuration.<br />
<br />
Bug Fixes<br />
- Stumps on destructible trees are now destructible.<br />
- BA flamer now functions correctly.<br />
- LRM/Streak offsets are now applied when unlocked or guided by tag/narc.<br />
- Reticule targeting now reliable.<br />
- Calliope turrets now properly fire all visual effects on remote clients.<br />
- Fixed multiple ammo reload bugs.<br />
- Laser orientation on remote clients fixed. Vehicle TAG laser now works as intended.<br />
- Tracers orientation on remote clients fixed.<br />
- Missle trails now align to physics direction correctly.<br />
- Fixed ghost MASC sounds on cougar.<br />
- LRMs now adjust descend distance based on height to target.<br />
- Ejector seat is now one shot for both original owner and thieves.<br />
- Mechs do not instantly stop on ejection anymore.<br />
- Joystick x-axis now properly supported.<br />
- Joystick sliders now properly supported.<br />
- Joystick POV switches now properly supported.<br />
- Joystick throttle on mechs now behaves sanely.<br />
- New joystick commands for each axis 'raw' and 'invraw' to send joystick commands without sensitivity.<br />
- When using a joystick, game writes Joystick.cfg file to active profile.<br />
- New min and max variables per joystick axis that allow users to map custom ranges into -1.0 to 1.0 range.<br />
- Fixed corruption of vehicle hud when hitting ESC to go to the main menu.<br />
<br />
New Features<br />
- Cheat protection system added.<br />
- Current release uses new installer.<br />
- Prices on all vehicles are now calculated based on chasis, equipment, weapons, and armor.<br />
- C3 computers will now chain together to give even more range.<br />
- Main menu now displays mod version.<br />
- Directional indicator on hud for nearest tag/narc.<br />
- Terrain intelligent bomb sight.<br />
- LongTom projection system.<br />
- Improvements to aerospace controls to allow both percision and speed.<br />
- Rank/Score/Income now scales with how many players are on the server.<br />
- Manpack PPC now has some serious kick to it.<br />
- Lock on cone reduced.<br />
- Lock on timer added which allows you to break line of sight for a short period of time.<br />
- Friendly NARCs and TAGs now show up on the radar/map.<br />
- Added command invertMousePitch to invert pitch on aerospace in game.<br />
- Added analog control of leg turning for relevant devices.<br />
- Added more formal support for gamepads like the xbox360 controller.<br />
- Default actionmap includes mapped functionos for gamepads.<br />
- VTOL booster now angled to move player forward in most situations.<br />
<br />
New Content<br />
- Added Osiris to Inner Sphere mechs.<br />
- Added Novacat to Clan mechs.<br />
- Added Thanatos to Inner Sphere mechs.<br />
- Added APC.<br />
- Added Longtom to Innersphere tanks.<br />
- Added MRM20, MRM30, MRM40 missile launchers.<br />
- Added laser based anti-missle system.<br />
- Added Frostbite map.<br />
- Updated Extremity.<br />
- Updated Clearcut.<br />
- Updated Inferno.<br />
- Updated Sandblasted.<br />
- New RAC5 sound.<br />
- New RAC2 sound.<br />
- New sounds for Sulla.<br />
- New nuke particle effect.<br />
<br />
Optimizations<br />
- Performance optimizations on desturctible trees.<br />
- Optimized server performance on laser guided missiles.<br />
- Optimized server performance on explosions.<br />
- Optimized server performance on vehicle flamers.<br />
- Optimized RAC sound channel usage.<br />
- Optimized LBL sound channel usage.<br />
- Various map optimizations.<br />
<br />
Known Issues:<br />
- Inferno currently has a misplaced killzone at 500 m height which kills VTOL pilots.<br />
</pre><br />
<br />
===0.1.0===<br />
'''Release date:''' 16 January 2010<br><br />
'''Standalone:''' No<br><br />
'''Changelog:'''<br><br />
<pre class="mw-collapsible mw-collapsed"><br />
Balance<br />
<br />
- Damage drop off added to Heavy Gauss after 300m.<br />
- Increased damage of all Gauss (except Heavy Gauss).<br />
- Increased Gauss and Clan Gauss ammo per ton from 8 to 12.<br />
- Increased LRM ammo per ton from 120 to 240.<br />
- Decreased SRM ammo per ton from 240 to 120. Increased radius of splash damage.<br />
- Decreased NARC ammo per ton from 6 to 4.<br />
- NARCs no longer emit a signal if they attach to the ground.<br />
- Decreased Medium and Large Pulse Lasers damage.<br />
- Increased damage of all Beam Lasers. Lowered heat of ERLBL.<br />
- Decreased Clan ERPPC heat and increased PPC heat. Increased heat transferred to targets for all PPCs.<br />
- Decreased heat transferred to targets by Flamers.<br />
- Increased RAC2 and RAC5 Damage.<br />
- Increased accuracy of AC2 and AC5. Increased damage to light armor (Battle Armor, hovercraft, VTOL, aerospace). Decreased damage to heavy armor.<br />
- Decreased turn rate of Arrow IV.<br />
- Decreased Battle Armor health regen when moving (from 40 seconds for full health to 60 seconds).<br />
- Decreased Battle Armor health from 150 health to 125 health.<br />
- Inferno charges now add heat to vehicles they detonate on.<br />
- A mech's back torso can now be repaired once destroyed.<br />
- Improved Harasser drivability.<br />
- Changed Harasser C weapon loadout.<br />
- Slightly decreased Partisan armor.<br />
- Decreased Huitzilopochtli heat efficiency and increased price.<br />
- Increased price of Sulla B.<br />
- Increased price of Shiva C.<br />
- Increased MASC speed boost amount.<br />
- Increased mech turn rate.<br />
- Increased Owens and Uller top speed.<br />
- Increased price of Hollander II. Changed weapon loadouts of Hollander II B and C.<br />
- Changed weapon loadout of the Vulture B.<br />
- Changed weapon loadouts and improved heat efficiency of MadCat A, B, and C.<br />
- Changed weapon loadouts of Mauler A and C. Improved heat efficiency of Mauler A, B, and C.<br />
- Changed weapon loadout of MadCat MKII B.<br />
- Changed weapon loadouts of Atlas A, B, and C<br />
- Increased point requirements for every rank.<br />
- Increased CBill rewards for damage.<br />
- Increased rewards for killing Battle Armor.<br />
<br />
Bug Fixes<br />
- Fixed several crashes.<br />
- Fixed bug where NARC and TAG gave extremely large rewards.<br />
- Fixed bug where your rank and cbills were not saved after reconnecting.<br />
- Fixed bug that allowed tanks to greatly increase their speed.<br />
- Fixed being able to fire some weapons while shutdown.<br />
- Fixed LBX being able to reload a shot higher than max.<br />
- Fixed bug where shooting pulse lasers into the sky would cause much higher heat than normal.<br />
- Fixed bug where pulse lasers could shoot multiple bursts at a time.<br />
- Missiles no longer explode on contact with water.<br />
- Mechs no longer play their fall animation for short falls.<br />
- Fixed turrets firing randomly after firing once.<br />
- Aerospace can now buy SRM ammo.<br />
- Mechs no longer shutdown after the pilots ejects.<br />
- Brake now works on vehicles with ramping throttle.<br />
- Fixed some of the arm parts on the Shadowcat not falling off.<br />
- Fixed bug where a mech's shutdown sound would loop.<br />
- Fixed PPC third person effect.<br />
- Fixed player name display in the target box.<br />
- Fixed TAG graphic display at certain distances.<br />
- Ammo display now hides empty ammo types.<br />
- Fixed ammo count displays in buy menu.<br />
- Removed some of the console debug messages.<br />
<br />
New Features<br />
- Aerospace equipped with fire bombs now have a bomb sight to assist in aiming.<br />
- Added Aerospace altimeter.<br />
- 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.<br />
- New radar icons for turrets and Battle Armor.<br />
- Friendlies and detected radar entities are displayed on the overview minimap.<br />
- Added a random chance for parts to blow off when a mech or vehicle explodes.<br />
- Kills, deaths, and score are now tracked if you disconnect and reconnect during the same game.<br />
<br />
Optimizations<br />
- Reduced server network and cpu usage, especially during large fights.<br />
- Heavily optimized usage of sound channels.<br />
</pre><br />
<br />
===Beta Hotfix 1===<br />
'''Release date:''' 29 December 2009<br><br />
'''Standalone:''' No<br><br />
'''Changelog:'''<br><br />
<pre class="mw-collapsible mw-collapsed"><br />
* various crash fixes<br />
* improved network performance<br />
</pre><br />
<br />
===Beta 1.0===<br />
'''Release date:''' 27 December 2009<br><br />
'''Standalone:''' Yes<br><br />
<br />
[[Category: MWLL]]</div>Sabristhttps://wiki.mechlivinglegends.net/index.php?title=Template:News&diff=13250Template:News2022-07-04T22:32:43Z<p>Sabrist: 0.15.2 update</p>
<hr />
<div>{{Main Page - News | Version = 0.15.2 | Release = July 4th, 2022 | NewVersion = TBA | NewRelease = TBA| News = Version 0.15.2 is now LIVE!<br />
This patch is a small content update featuring new weapons, a sound rework, and a new Inner Sphere heavy 'Mech - the Orion! Consult the [[Mechwarrior:_Living_Legends/Versions|changelog]] for more details, including the usual round of balance tweaks and variant changes. | Events = [https://docs.google.com/document/d/1jB-YOxifPCSjBFgxU4W53Fh1WKJ5h03mC8a51d-b9rc TC and Single Life Merc Nights] - On weekends}}<br />
<noinclude>[[Category:Main Page Templates]]</noinclude></div>Sabristhttps://wiki.mechlivinglegends.net/index.php?title=Standard_AutoCannons&diff=13190Standard AutoCannons2022-04-28T17:45:20Z<p>Sabrist: /* Weapon Stats */</p>
<hr />
<div>'''Standard AutoCannon''' ('''AC''' for shorthand) are the most basic ballistic weapon systems in [[Mechwarrior: Living Legends]]. They represent various auto-loading burst-fire and single shot ballistic weapons.<br />
<br />
==Overview==<br />
[[File:AC10.jpg|thumb|300px|Old [[Warhammer]] variant firing an AC10]]<br />
Standard AutoCannons deliver damage by firing ballistic high explosive kinetic shells at varying rate-of-fire. There are four classes of Standard AutoCannon: AC2, AC5, AC10, and AC20. The arbitrary number system roughly indicates the respective damage-dealing capabilities; larger numbers (AC20's) will deal much greater damage per ammo than smaller numbers (AC2's). Conversely, the weapon range drops for larger numbered AutoCannons. Because of the explosive nature of the AC shells, the splash damage can damage adjacent components of the hit asset.<br />
<br />
In MWLL setting only [[Inner Sphere]] units still use standard AutoCannons, [[Clan]]ners have replaced them with [[Ultra AutoCannons]] and [[Lubalin Ballistics-X AutoCannons]].<br />
<br />
{{Clear}}<br />
==Weapon Stats==<br />
<br />
<div style="overflow-x: auto; margin-right:auto; margin-left:auto; margin-top: 20px; margin-bottom: 0px;"><br />
{| class= "sortable hoverTable statTable stickyCol"<br />
|- style="height:70px;"<br />
! data-sort-type="number" style="width: 90px; position: sticky; position: -webkit-sticky; left:0; z-index: 999;" | '''Weapon'''<br />
! data-sort-type="number" style="width: 70px" | '''Max Range''' <!-- calculated and/or approximated max range to cause damage --><br />
! data-sort-type="number" style="width: 70px" | '''Dmg Drop<br>Range'''<br />
! data-sort-type="number" style="width: 70px" | '''Dmg Drop<br>/m'''<br />
! data-sort-type="number" style="width: 80px" | '''Hit Damage<wbr/>/Shot''' <!-- Shot is the minimum amount of ammo/beams one can shoot--><br />
! class="unsortable" style="width: 100px; padding: 5px;" | '''[[Damage types|Damage<br>Type]]'''<br />
! data-sort-type="number" style="width: 80px" | '''Splash Damage<wbr/>/Shot''' <!-- Shot is the minimum amount of ammo/beams one can shoot--><br />
! class="unsortable" style="width: 100px; padding: 5px;" | '''[[Damage types|Damage<br>Type]]'''<br />
! data-sort-type="number" style="width: 80px" | '''Sec. Splash<br>Damage<wbr/>/Shot'''<br />
! class="unsortable" style="width: 100px; padding: 5px;" | '''Sec.<br>[[Damage types|Damage Type]]'''<br />
! data-sort-type="number" style="width: 100px" | '''Splash Radius'''<br>(prm/sec)<br />
! data-sort-type="number" style="width: 80px" | '''Shots<br>/min''' <!-- Shot cycles per minute more accurately. (Max rpm for rapid fire weapons) --><br />
! data-sort-type="number" style="width: 70px" | '''Sustained<br> [[DPS]]''' <!-- average sustainable max DPS against assets (mechs,tanks,hovers,asf,vtol)--><br />
! data-sort-type="number" style="width: 70px" | '''Burst<br> [[DPS]]''' <!-- average sustainable max DPS against assets (mechs,tanks,hovers,asf,vtol)--><br />
! data-sort-type="number" style="width: 70px" | '''Speed<br>(m/s)'''<br />
! data-sort-type="number" style="width: 70px" | '''[[Heat]]<br>/Shot'''<br />
! data-sort-type="number" style="width: 70px" | '''Ammo<br>/ton''' <!-- Half ton ammo treated as one ton --><br />
! data-sort-type="number" style="width: 70px" | '''Ammo cost<br>/ton'''<br />
|-<br />
<br />
! data-sort-value="1" | '''AC2'''<br />
| 1200m<br />
| 1200m<br />
| rowspan="2" | 10<br />
| Data-sort-value="138" | 6 x 23<br />
| rowspan="2" style="padding-left:3px; padding-right:3px" | Light Kinetic<br />
| Data-sort-value="138" | 6 x 23<br />
| rowspan="2" style="padding-left:3px; padding-right:3px" | Light Kinetic<br />
| Data-sort-value="30" | 6 x 5<br />
| rowspan="4" | Frag<br />
| 1m / 1.5m<br />
| 11.8<br />
| 75<br />
| 75<br />
| 2500<br />
| 9<br />
| 360<br />
| 250<br />
|-<br />
<br />
! data-sort-value="2" | '''AC5'''<br />
| 795m<br />
| 800m<br />
| Data-sort-value="225" | 3 x 75<br />
| Data-sort-value="225" | 3 x 75<br />
| Data-sort-value="150" | 3 x 50<br />
| 1.3m / 2.5m<br />
| 10.7<br />
| 112<br />
| 112<br />
| 1800<br />
| 9<br />
| 90<br />
| 450<br />
|-<br />
<br />
! data-sort-value="3" | '''AC10'''<br />
| 710m<br />
| 660m<br />
| 1<br />
| Data-sort-value="40" | 40<br />
| rowspan="2" style="padding-left:3px; padding-right:3px" | Heavy Kinetic<br />
| Data-sort-value="40" | 40<br />
| rowspan="2" | Energy<br />
| Data-sort-value="100" | 100<br />
| 1.45m / 2.8m<br />
| 107.7 (200)<br />
| 170<br />
| 315<br />
| 1400<br />
| 3<br />
| 160<br />
| 750<br />
|-<br />
<br />
! data-sort-value="4" | '''AC20'''<br />
| 355m<br />
| 350m<br />
| 20<br />
| Data-sort-value="450" | 3 x 150<br />
| Data-sort-value="450" | 3 x 150<br />
| Data-sort-value="900" | 3 x 300<br />
| 1.6m / 3.8m<br />
| 14.3<br />
| 250<br />
| 250<br />
| 1200<br />
| 36<br />
| 48<br />
| 1000<br />
|-<br />
<br />
|}<br />
</div><br />
{{Version tag | Width = 1820px | Version1410=0.15.0}}<br />
<br />
==Gameplay & Hints==<br />
<!--WIP--><br />
===AC2 and AC5===<br />
*Burst firing '''AutoCannon-2''' and '''AutoCannon-5''' both deal primarily [[Damage Types| Light Kinetic damage]] which is effective against [[Vehicles]] and Air units.<br />
<br />
*Long range makes them suitable for direct fire support weapons, aiding friendly brawler units from a safe distance.<br />
<br />
===AC10===<br />
*The '''AutoCannon-10''' shoots a single high explosive shell with a very quick [[Weapons#Weapon_Stats|refire rate]] that causes the hit target to shake violently, disturbing their aim, also known as [[screenshake]]. Although the AC10 does [[DPS#Jamming|jam]], unlike [[Ultra_AutoCannons|Ultra AutoCannons]], it does not lose any [[DPS|damage output]] for doing so.<br />
<br />
*[[Damage Types| Heavy Kinetic damage]] does additional damage against air units, but the mid-short range somewhat limits their use as effective AA<br />
<br />
===AC20===<br />
*The '''AutoCannon-20''' shoots a burst of three high explosive shells causing the hit target to shake violently, disturbing their aim, also known as [[screenshake]].<br />
<br />
*[[Damage Types| Heavy Kinetic damage]] does additional damage against air units, but the mid-short range somewhat limits their use as effective AA<br />
<br />
<!-- ==MWLL History== --><br />
<br />
==Canon==<br />
[[File:Autocannon.png|thumb|250px|Standard Autocannon]]<br />
The first Standard AutoCannon was an AC5 introduced in 2250 by the Terran Alliance, and would be followed by the AC2 in 2300 (Terran Alliance), the AC10 in 2500 (Terran Hegemony), and the AC20 in 2500 (Lyran Commonwealth). The weapons represent a wide range of heavy ballistic cannon with varying rates-of-fire and calibers ranging from 30 millimeters at the lightest up to larger than 200 millimeters.<br />
<br />
Among the Clans the Standard AutoCannon was phased out sometime around 2820 in favor of the newer [[Lubalin Ballistics-X AutoCannons]] and [[Ultra AutoCannons]]. Even in the Inner Sphere the standard AC only continues to remain in use due to lower cost of production and the introduction of specialty munitions which are usable only by these weapons.<br />
<br />
[http://www.sarna.net/wiki/Autocannon BattleTech reference]<br />
<br />
<br />
{{Clear}}<br />
==Usage==<br />
The following Inner Sphere assets equip Standard AutoCannons:<br />
<br />
<div style="overflow-x: auto; margin-right:auto; margin-left:auto; margin-top: 20px; margin-bottom: 0px; max-height: 500px; max-width:790px"><br />
{| class= "filterable sortable hoverTable statTable stickyCol stickyHead"<br />
|- style="height:70px;"<br />
! class="unfilterable" style="width: 150px; left:0; z-index:99999" | '''Asset'''<br />
! class="unsortable" style="white-space:nowrap; width:90px" | '''Type''' <!-- filter instead of sorting--><br />
! class="unsortable" style="white-space:nowrap; width:90px" | '''Faction''' <!-- filter instead of sorting--><br />
! class="unfilterable" data-sort-type="number" style="width: 60px;" |'''Tons'''<br />
! class="unfilterable" data-sort-type="number" style="width: 50px;" |'''AC2'''<br />
! class="unfilterable" data-sort-type="number" style="width: 50px;" |'''AC5'''<br />
! class="unfilterable" data-sort-type="number" style="width: 50px;" |'''AC10'''<br />
! class="unfilterable" data-sort-type="number" style="width: 50px;" |'''AC20'''<br />
|-<br />
![[Commando|Commando B]]<br />
||Mech||IS||25||||1||||<br />
|-<br />
![[Osiris|Osiris B ]]<br />
||Mech||IS||30||||||1||<br />
|-<br />
![[Osiris|Osiris G ]]<br />
||Mech||IS||30||2||||||<br />
|-<br />
![[Owens|Owens A ]]<br />
||Mech||IS||35||||2||||<br />
|-<br />
![[Raven|Raven D ]]<br />
||Mech||IS||35||||1||||<br />
|-<br />
![[Raven|Raven F ]]<br />
||Mech||IS||35||2||||||<br />
|-<br />
![[Chimera|Chimera F ]]<br />
||Mech||IS||40||||||1||<br />
|-<br />
![[HollanderII|HollanderII D ]]<br />
||Mech||IS||45||4||||||<br />
|-<br />
![[Uziel|Uziel E ]]<br />
||Mech||IS||50||||2||||<br />
|-<br />
![[Bushwacker|Bushwacker G ]]<br />
||Mech||IS||55||||||||1<br />
|-<br />
![[Rifleman|Rifleman A ]]<br />
||Mech||IS||60||||4||||<br />
|-<br />
![[Rifleman|Rifleman F ]]<br />
||Mech||IS||60||||||2||<br />
|-<br />
![[Catapult|Catapult E ]]<br />
||Mech||IS||65||4||||||<br />
|-<br />
![[Avatar|Avatar D ]]<br />
||Mech||IS||70||||||||1<br />
|-<br />
![[Warhammer|Warhammer E ]]<br />
||Mech||IS||70||||2||||<br />
|-<br />
![[Warhammer|Warhammer G ]]<br />
||Mech||IS||70||4||||||<br />
|-<br />
![[Marauder|Marauder Prime ]]<br />
||Mech||IS||75||||2||||<br />
|-<br />
![[Marauder|Marauder G ]]<br />
||Mech||IS||75||||||1||<br />
|-<br />
![[Thanatos|Thanatos C ]]<br />
||Mech||IS||75||||||||1<br />
|-<br />
![[Mauler|Mauler E ]]<br />
||Mech||IS||90||4||||||<br />
|-<br />
![[Sunder|Sunder G ]]<br />
||Mech||IS||90||3||2||||<br />
|-<br />
![[Atlas|Atlas C ]]<br />
||Mech||IS||100||||||2||<br />
|-<br />
![[Atlas|Atlas D ]]<br />
||Mech||IS||100||||||||1<br />
|-<br />
![[Fafnir|Fafnir F ]]<br />
||Mech||IS||100||||||||2<br />
|-<br />
![[Chevalier|Chevalier B ]]<br />
||Vehicle||IS||35||2||||||<br />
|-<br />
![[Chevalier|Chevalier E ]]<br />
||Vehicle||IS||35||||||1||<br />
|-<br />
![[Goblin|Goblin C ]]<br />
||Vehicle||IS||45||||2||||<br />
|-<br />
![[Regulator|Regulator E ]]<br />
||Vehicle||IS||45||||||1||<br />
|-<br />
![[Rommel|Rommel Prime ]]<br />
||Vehicle||IS||65||||||||1<br />
|-<br />
![[Demolisher|Demolisher Prime ]]<br />
||Vehicle||IS||80||||||||2<br />
|-<br />
![[Partisan|Partisan Prime ]]<br />
||Vehicle||IS||80||||4||||<br />
|-<br />
![[Partisan|Partisan D ]]<br />
||Vehicle||IS||80||||||1||<br />
|-<br />
|}<br />
</div><br />
{{Version tag | Width = 780px | Version149=0.14.9}}<br />
<br />
<br />
----<br />
<br />
<br />
{{Navbox Weapons}}<br />
[[Category:Ballistic weapons]]<br />
[[Category:Battle Armor Weapons]]<br />
[[Category:Lists]]</div>Sabristhttps://wiki.mechlivinglegends.net/index.php?title=Kodiak&diff=13189Kodiak2022-04-26T18:57:08Z<p>Sabrist: 0.15.0 update - G variant</p>
<hr />
<div>{{Mech|<br />
| Image = File:Kodiak_new.png<br />
| ImageGif = File:Kodiak_spin.gif<br />
| Class = Assault<br />
| Faction = Clan<br />
| Tickets = 16<br />
| Tier = 15<br />
| Tonnage = 100<br />
| Speed = 65<br />
| SpeedWithMasc = 90<br />
| Rotation = 260<br />
| PitchStand = -35° to +50°<br />
| PitchCrouch = -35° to +60°<br />
<br />
| Price Prime = 128 700<br />
| ArmorT Prime = 85 734<br />
| Engine Prime = 400 XL<br />
| Weapons Prime = <ul><br />
<li>1x [[UAC20]]<br />
<li>6x [[CERML]]<br />
<li>1x [[SRM|cDSRM4]]<br />
<li>1x [[B-Pod]]<br />
</ul><br />
| Equip Prime = <ul><br />
<li>[[JJ]]<br />
<li>[[EOptics]]<br />
<li>9 [[DHS]]<br />
<li>2 [[free tons]]<br />
<li>17.5t [[Armor]]<br />
</ul><br />
<br />
| Price A = 131 200<br />
| ArmorT A = 85 734<br />
| Engine A = 400 XL<br />
| Weapons A = <ul><br />
<li>1x [[LBX20]]<br />
<li>4x [[CMPL]]<br />
<li>1x [[SSRM|cDSSRM6]]<br />
</ul><br />
| Equip A = <ul><br />
<li>[[GECM]]<br />
<li>[[iJJ]]<br />
<li>[[EOptics]]<br />
<li>6 [[DHS]]<br />
<li>3 [[free ton]]<br />
<li>17.5t [[Armor]]<br />
</ul><br />
<br />
| Price B = 119 500<br />
| ArmorT B = 85 734<br />
| Engine B = 400 XL<br />
| Weapons B = <ul><br />
<li>4x [[CUAC5]]<br />
<li>2x [[CLPL]]<br />
</ul><br />
| Equip B = <ul><br />
<li>[[JJ]]<br />
<li>[[EOptics]]<br />
<li>5 [[DHS]]<br />
<li>0 [[free tons]]<br />
<li>17.5t [[Armor]]<br />
</ul><br />
<br />
| Price C = 134 500<br />
| ArmorT C = 85 734<br />
| Engine C = 400 XL<br />
| Weapons C = <ul><br />
<li>1x [[HAG20]]<br />
<li>1x [[CGauss]]<br />
<li>1x [[CERPPC]]<br />
<li>1x [[CERLL]]<br />
</ul><br />
| Equip C = <ul><br />
<li>[[JJ]]<br />
<li>[[EOptics]]<br />
<li>7 [[DHS]]<br />
<li>2 [[free ton]]<br />
<li>17.5t [[Armor]]<br />
</ul><br />
<br />
| Price D = 122 000<br />
| ArmorT D = 85 734<br />
| Engine D = 400 XL<br />
| Weapons D = <ul><br />
<li>3x [[ATM|ATM6 (HE)]]<br />
<li>1x [[ATM|ATM3 (HE)]]<br />
<li>8x [[HMG]]<br />
</ul><br />
| Equip D = <ul><br />
<li>[[iJJ]]<br />
<li>[[EOptics]]<br />
<li>[[MASC]]<br />
<li>[[GECM]]<br />
<li>9 [[DHS]]<br />
<li>0 [[free tons]]<br />
<li>17.5t [[Armor]]<br />
</ul><br />
<br />
| Price E = 135 700<br />
| ArmorT E = 85 734<br />
| Engine E = 400 XL<br />
| Weapons E = <ul><br />
<li>2x [[CERML]]<br />
<li>3x [[CLRM20]]<br />
<li>1x [[TAG]]<br />
<li>1x [[CNARC]]<br />
</ul><br />
| Equip E = <ul><br />
<li>[[BHP]]<br />
<li>[[C3]]<br />
<li>[[GECM]]<br />
<li>[[EOptics]]<br />
<li>6 [[DHS]]<br />
<li>3 [[free ton]]<br />
<li>17.5t [[Armor]]<br />
</ul><br />
<br />
| Price F = 133 900<br />
| ArmorT F = 85 734<br />
| Engine F = 400 XL<br />
| Weapons F = <ul><br />
<li>1x [[HAG40]]<br />
<li>8x [[CERSL]]<br />
<li>1x [[CLRM20]]<br />
</ul><br />
| Equip F = <ul><br />
<li>[[GECM]]<br />
<li>[[iJJ]]<br />
<li>[[EOptics]]<br />
<li>6 [[DHS]]<br />
<li>3 [[free tons]]<br />
<li>17.5t [[Armor]]<br />
</ul><br />
<br />
| Price G = 128 600<br />
| ArmorT G = 92 105<br />
| Engine G = 400 XL<br />
| Weapons G = <ul><br />
<li>1x [[LBX10]]<br />
<li>1x [[CERPPC]]<br />
<li>1x [[SRM|cDSRM6]]<br />
<li>6x [[SRM|cSRM2]]<br />
</ul><br />
| Equip G = <ul><br />
<li>[[iJJ]]<br />
<li>[[EOptics]]<br />
<li>5 [[DHS]]<br />
<li>1 [[free tons]]<br />
<li>19t [[Armor]]<br />
</ul><br />
<br />
| <br />
| Armor H = 2760<br />
| Armor LRT = 9769<br />
| Armor CT = 12204<br />
| Armor B = 7322<br />
| Armor LRA = 7017<br />
| Armor INT = 5602<br />
| Armor LRL = 9336<br />
<br />
| Version150 = 0.15.0<br />
}}<br />
<br />
<br />
'''Kodiak''' is jump-capable [[Clan]] [[Assault Mech]]. A fast moving assault ’Mech, the Kodiak was originally designed by Clan Ghost Bear as a second-line equivalent to the Gladiator OmniMech. While the Kodiak does not go to the extremes of other Totem ’Mechs such as the Thunder Stallion or Mandrill, it nevertheless represents the epitome of Ghost Bear thinking: mostly defensive but capable of surprising speed and a devastating attack when launched.<br />
The primary focus of the Kodiak is its 400-rated extralight engine, which allows the one-hundred-ton monster to exceed speeds of sixty kilometers an hour.<br />
<br />
<br />
==Roles and Gameplay Hints==<br />
Almost all variants run rather hot on their weapons alone, with [[JJ|jump jets]] added to the mix, if the pilot lacks proper [[Heat|Heat management]] skills they're in for some serious trouble. Overheating and having your weapons dissabled, or even worse, shutting down in the middle of a battle, is a recipe for a disaster.<br />
<br />
===Prime===<br />
THE Kodiak, Prime is the mech you want to be either near when brawl breaks out, or as far away as possible, depending on your team. Because [[cUAC20]] and [[cDSRM4]] cannot be ignored in any close range firefight, as well as rather terrifying reputation of Kodiaks will make Prime high priority target. 6 [[cERML]] are not backup weapon either, as they deal almost 2/3 of damage in [[Gameplay Tactics#Alpha Strike|Alpha Strike]] scenario. Standard [[JJ|jump Jets]] offer worse mobility than improved ones, but they are sure to become handy in plenty of situations, like dodging bombs, artilery shells or disrupting aim.<br><br />
Big disadvantage is heat, as 9 [[DHS]] are barely able to handle [[cERML|Lasers]] alone, with other weapons and [[JJ]], strict [[Heat|Heat management]] is essential. 2 [[free tons]] are not good enough for prolonged engagements, as both [[cUAC20|Autocanon]] and [[cDSRM4|Dual SRM]] are ammo hungry and will chew through its onboard supply fast. Range might be problem on extremely open maps, but 700m range of [[cERML|Clan ER Medium Lasers]] offer some leeway with medium range skirmishes, as well as making life worse for heavy and assault [[ASF]] when they are picking their target, which will very likely the Prime itself.<br />
<br />
===Variant A - ''"Nemesis"''===<br />
More specialised CQC variant of Kodiak, with 4 [[cMPL]]'s, [[LBX20]] and [[DSSRM6]] it encourages more of an assasin-like playstyle than UNGA SMASH of Prime. But with basic trigger discipline, 7 [[DHS|double heat sinks]] are suficient to keep the mech from overheating and [[iJJ]] give it awesome mobility that will be usefull when taking out targets. 1 [[Free tons|extra ton]] of [[LBX]] and 2 [[Free tons|extra tons]] of [[DSSRM|Streaks]] will keep you decently supplied in the field. You are more likely to [[MWLL Players Slang Guide#RTB|RTB]] for repairs than reloads.<br><br />
Good pick if you have plenty of cover to close the distance to atlast 450m and to hide behind and wait for reloads, when dealing with [[Hovercraft|Hovercrafts]], nimbler [[Tanks]] or pesky [[ASF|Bombers]], but not as great at spearheading attacks like Prime.<br />
<br />
===Variant B===<br />
B must stand for budget, the Kodiak B is the cheapest Kodiak. The B is a competent [[jump sniper]], and with its not terrible top speed the B can function as a skirmisher or [[poke]] mech. A quartet of [[cUAC5]] have the same burst damage as UAC20, but with higher rate of fire, faster projectile speed and much longer range of 800m, backed by duo of [[cLPL]]'s B can start distributing maximum hurt at respectable range. The B has no [[free tons]], because of this players will need to be especially mindful of remaining [[ammo]]. Frequent retreats to [[resupply]] can leave one's team outnumbered or outtonned. Players should plan ahead either by placing an easily accessible APC or operate close to [[bases]] that have ammo.<br />
<br />
===Variant C===<br />
The C is your bear if skirmishing is the way to go, or perhaps enemy assault [[ASF]]'s are polluting the skies. [[HAG20]], [[cGauss]], [[CERPPC]] and [[CERLL]] makes it pack quite a punch at 900m out to 1200 for the HAG, but care needs to be taken as each weapon system have different projectile speeds, thus [[Gameplay Tactics#Alpha Strike|alpha strike]] is useful ONLY if enemy is charging you in a straight line. Leading weapons individually is necessary.<br />
7 [[DHS|Double heatsinks]] are barely enough to keep you from overheating, as clan energy weapons run rather hot. Two [[free ton|free tons]], 1 each for the Ballistic weapons. Standard [[JJ]] provide an additional mobility bonus, for example when dodging bombs and Artillery, to get to better sniping spots, or just to spice things up in a brawl.<br />
<br />
===Variant D - ''"The Ripper"''===<br />
The Kodiak D has the shortest effective weapons range of any Kodiak. The Three [[ATM|ATM6 (HE)]] and Single [[ATM|ATM3 (HE)]] provides continous [[screen shake]] due to there staggered launching patterns. Rather strict heat discipline is necessary, especially when using its [[iJJ|Improved Jump Jets]] and [[MASC]] in the middle of a brawl. The payoff can be huge, however, since propelling the D skyward can be an effective tactic for denying enemy fire for a few short seconds while the D's weapons recycle. Nine [[DHS]] allow the D to use [[MASC]] indefinitely while traversing on most maps while [[GECM]] covers your tracks. Eight [[HMG]] will inflict damage at range or close quarters.<br />
<br />
===Variant E - ''"Harbinger"''===<br />
Note that while there are variants capable of way more fire power and mobility, this unit's worth consists of mainly high end electronic warfare package. If you go in relying on its firepower alone you are certainly in for a bad surprise.<br><br />
Speaking of equipment this unit has it all - [[C3]], [[GECM]], [[BHP]], [[TAG]], [[NARC|Clan NARC]]& [[EOptics]]. Aside of that, all weapons present are of long range variety, the triple [[CLRM20]] and the duo [[CERML]] - even the NARC launcher reaches further than the inner sphere standard counter part.<br><br />
However, having no [[AMS|aniti missile system]] and/or [[AECM]] nearby means this unit is both more visible on enemy radar due to its C3 radar chain equipment and more likely to attract attention of the mean prying eyes sitting in the second line, with Extreme Long Ranged Missiles and Arrows. Utmost care is to be taken not to be caught off guard and in the open field.<br><br />
The money printing capability of the [[C3]] radar chain will be strongly augmented by the occasional [[LRM20]] or [[CERML]] array opening shot or finishing blow. Care is to be excreted not to overtax its 6 [[DHS]] by too zealous use of the weapons in the heat of a battle.<br><br />
Note: This asset has ''both'' C3 and GECM, meaning there is no benefit to using [[Radar#Passive Radar|passive radar]].<br />
<br />
===Variant F - ''"Tyrant"''===<br />
Jack of all trades, master of 75% of it, Tyrant can do it all. With 8 [[cERSL]] you can brawl as it gives you 1600 alpha damage with very short reload speed, for anyone who dares to get too close. [[cLRM20]] with their minimal range of 20m and max lock on range of 1000m, plenty of oportunities for screen shake and extra damage.[[HAG40]] deals damage equal to 2 LBX20 shots, with range of 1200m. This array of weapons will allow you to terrorize 90% of all assets, all the time being a serious threat and not just some minor inconvenience. But thats not all, [[iJJ| improved Jump Jets]] and [[GECM| Guardian ECM]] means you can expand your reign of terror hidden and from unexpected places. Choice of what to fill your 3 [[free tons]] with depends on situation. If there is plenty of cover for your victims to hide behind it's a viable choice to take 3 tons of [[HAG]] ammo. If there are oportunities to use both [[LRM]] and [[HAG]] i's worth taking 2 [[HAG]] and 1 [[LRM]], as this option gives you 18 reloads for [[HAG]] and 18 reloads for [[LRM]].<br><br />
6 [[DHS]] are barely enough to keep you from overheating from all your weapons alone, heat management is necessary in CQC. Another drawback being that dedicated asssets will have higher damage output. OG brawlers have higher DPS in close range. Mid-range skirmishers, if they stay out of [[cERSL]] 450m range, will outdamage you easily. But, overall, a solid choice for any situation, be it pushing points, ambushes or long range support, Tyrant have the tools for it.<br />
<br />
===Variant G===<br />
{{Fluff}}<br />
This Kodiak's strengh lies in screenshake, as it is capable rocking your opponent's world. That means all 24 [[SRM]], [[cUAC10]] and [[cERPPC]] should be fired one after the other, on 3 different weapon groups. Mere 2 [[free tons]] are enough to last you 3 engagement at most, usually 2 as [[DSRM6]] is extremely ammo hungry, and [[cUAC10]] fast rate of fire will make you run out of ammo fast. 5 [[DHS]] are not enough to keep up with onslaught of constant fire and [[iJJ]] use, so use of [[Coolant]] is necessary.<br><br />
Despite its Kodiak reputation, this variant relies on screenshake to stay in fights. You will handle most assets, but might struggle with assault brawlers or if you are unable to reliably hit the same components<br />
<br />
{{Clear}}<br />
<br />
==History==<br />
[[File:Kodiak.jpg|thumb|300px|Old Kodiak model]]<br />
Kodiak was a '''canceled''' unit for a long time.<br />
<br />
A released render features a torso-mounted SRM launcher, 8 [[ERML|ER Medium Lasers]],a [[LL|Large Laser]] and the [[UAC20]].<br />
<br />
It did not make it in time to be released before the final beta 0.7.0. The reconstucted Kodiak was released by new development team in version 0.12.0<br />
<br />
{{Clear}}<br />
==Canon==<br />
Unique for Clan Ghost Bear, the Kodiak was a fast second-line Assault Mech created mostly for medium range combat. Torso-mounted weapons, the [[SSRM6]] and the [[UAC20]] provide close-range fire, although they lack ammunition for longer fights. Above the hands one can find four [[ERMBL|ER Medium Beam Lasers]] mounted like claws which with addition of the [[LBL|Large Laser]] below the engine can provide long-lasting firepower over long-range. By the time of Clans invasion Kodiaks weren't common 'Mechs, often serving as command units for assault groups.<br />
<br />
Date Introduced 3001 during the Era known as "Late Succession War - LosTech" (2901 - 3019) - Unit Role: Brawler<br />
<br />
[http://www.sarna.net/wiki/Kodiak BattleTech Reference]<br />
<br />
{{Template:Navbox Assets Clan}}</div>Sabristhttps://wiki.mechlivinglegends.net/index.php?title=Commando&diff=13188Commando2022-04-26T18:46:35Z<p>Sabrist: armor distribution update</p>
<hr />
<div>{{Mech<br />
| Image = File:Commando.png<br />
| ImageGif = File:Commando_spin.gif<br />
| ImageSize = <br />
| Tonnage = 25<br />
| Class = Light<br />
| Faction = Inner Sphere<br />
| Tickets = 2<br />
| Tier = 1<br />
| Speed = 97<br />
| SpeedWithMasc = 136<br />
| Rotation = 220<br />
| PitchStand = -29° to +30°<br />
| PitchCrouch = -30° to +29°<br />
<br />
| Price Prime = 33 300<br />
| ArmorT Prime = 25 901<br />
| Engine Prime = GM 150 XL<br />
| Weapons Prime = <ul><br />
<li>1x [[SRM6]]<br />
<li>2x [[SRM2]]<br />
<li>1x [[ML]]<br />
<li>2x [[ERSL]]<br />
</ul><br />
| Equip Prime = <ul> <br />
<li>[[iJJ]]<br />
<li>1 [[DHS]]<br />
<li>0 [[free tons]]<br />
<li>5.5t [[Armor]]<br />
</ul><br />
<br />
| Price A = 33 000<br />
| ArmorT A = 25 901<br />
| Engine A = GM 150 XL<br />
| Weapons A = <ul><br />
<li>1x [[LPL]]<br />
<li>6x [[MG]]<br />
</ul><br />
| Equip A = <ul><br />
<li>[[EOptics]]<br />
<li>[[iJJ]]<br />
<li>2 [[DHS]]<br />
<li>0 [[free tons]]<br />
<li>5.5t [[Armor]]<br />
</ul><br />
<br />
| Price B = 36 000<br />
| ArmorT B = 25 901<br />
| Engine B = GM 150 XL<br />
| Weapons B = <ul><br />
<li>1x [[UAC5]]<br />
<li>1x [[MXPL]]<br />
<li>1x [[TBolt5]]<br />
<li>2x [[MG]]<br />
</ul><br />
| Equip B = <ul><br />
<li>[[EOptics]]<br />
<li>[[iJJ]]<br />
<li>1 [[DHS]]<br />
<li>0 [[free tons]]<br />
<li>5.5t [[Armor]]<br />
</ul><br />
<br />
| Price C = 33 400<br />
| ArmorT C = 25 901<br />
| Engine C = GM 150 XL<br />
| Weapons C = <ul><br />
<li>1x [[SSRM4]]<br />
<li>6x [[SXPL]]<br />
</ul><br />
| Equip C = <ul><br />
<li>2 [[DHS]]<br />
<li>0 [[free ton]]s<br />
<li>5.5t [[Armor]]<br />
</ul><br />
<br />
| Price D = 35 800<br />
| ArmorT D = 25 903<br />
| Engine D = GM 150 XL<br />
| Weapons D = <ul><br />
<li>1x [[MRM10]]<br />
<li>2x [[HMG]]<br />
<li>2x [[MPL]]<br />
<li>2x [[SL]]<br />
</ul><br />
| Equip D = <ul><br />
<li>[[EOptics]]<br />
<li>[[JJ]]<br />
<li>0 [[DHS]]<br />
<li>0 [[free tons]]<br />
<li>5.5t [[Armor]]<br />
</ul><br />
<br />
| Price E = 34 900<br />
| ArmorT E = 25 901<br />
| Engine E = GM 150 XL<br />
| Weapons E = <ul><br />
<li>1x [[SRM4]]<br />
<li>2x [[LPPC]]<br />
<li>2x [[ERSL]]<br />
</ul><br />
| Equip E = <ul><br />
<li>[[EOptics]]<br />
<li>[[iJJ]]<br />
<li>1 [[DHS]]<br />
<li>0 [[free tons]]<br />
<li>5.5t [[Armor]]<br />
</ul><br />
<br />
| Price F = 30 500<br />
| ArmorT F = 25 901<br />
| Engine F = GM 150 XL<br />
| Weapons F = <ul><br />
<li>1x [[TBolt10]]<br />
<li>6x [[SL]]<br />
</ul><br />
| Equip F = <ul><br />
<li>[[iJJ]]<br />
<li>1 [[DHS]]<br />
<li>1 [[free ton]]<br />
<li>5.5t [[Armor]]<br />
</ul><br />
<br />
| Price G = 23 500<br />
| ArmorT G = 25 901<br />
| Engine G = GM 150 XL<br />
| Weapons G = <ul><br />
<li>1x [[LL]]<br />
<li>2x [[ML]]<br />
<li>2x [[SL]]<br />
</ul><br />
| Equip G = <ul><br />
<li>[[EOptics]]<br />
<li>[[MASC]]<br />
<li>2 [[DHS]]<br />
<li>0 [[free tons]]<br />
<li>5.5t [[Armor]]<br />
</ul><br />
<br />
| Armor H = 1380<br />
| Armor CT = 3538<br />
| Armor LRT = 2229 <br />
| Armor B = 2123<br />
| Armor LRA = 2282<br />
| Armor INT = 3008<br />
| Armor LRL = 1805<br />
<br />
| Version150 = 0.15.0<br />
}}<br />
<br />
The Commando a 600-year-old humanoid-type design, despite being the most lightweight [[IS]] mech, the '''Commando''' can be surprisingly tanky due to its small figure and hitboxes. Having the lowest possible [[tier]] helps gathering [[Cbills]] by damaging higher tier assets. All Commando variants are available for the starting [[rank]].<br />
<br />
<br />
==Roles and Gameplay Hints==<br />
===Prime===<br />
{{fluff}}<br />
{{Starter}}<br />
A striker and an ample one, this variant carries the highest Alpha Strike of all the Commando Variants, and can even start delivery of its high DPS at 500m with its single [[ML]]. It's closer range [[ERSL]] and [[SRM]] pack quite a punch for its weight class, and considering this punch can skim across the battlefield at 97kph and has [[Jump Jets]].. well, it is the ''Prime'', after all. Despite your [[SRM6]] and [[SRM2]] being different launcher sizes, their reload times are the same, and not too far off from the [[ERSL]] and [[ML]], so you won't be sacrificing much in terms of damage by judicious torso twisting between your Alpha Strikes- you do only have 5.5 tons of [[Armor]] between you and a smoldering pile of Prime Slag.<br />
<br />
===Variant A===<br />
{{Starter}}<br />
This variant rewards a steady hand and expert aim - the startling six [[Machine Gun]]s and the [[LPL|Large pulse laser]] can make quick work of any component that rests under your reticle of an unaware target. While your armament may be tempting to try and snipe with, the maximum damage potential is realized below 400m; where the [[Machine guns]] can deal their maximum damage. The [[iJJ|improved jump jets]] are a welcome boon on the Commando's relatively slow chassis, and should be leveraged at every opportunity to make sure this mech and its ample damage are always where your enemies want least.<br />
<br />
===Variant B===<br />
{{fluff}}<br />
{{Starter}}<br />
Disruption. The [[LPPC]] will both shake the opponent and strip its night vision for a while, reducing their ability to return precision fire. The [[TBolt5]] will, again, shake the receiver, and that's two shakes and damage spilled all over many components. The 2 [[MG]]s, can actually be coupled with the [[AC5]], if the target is close enough (300m) the lead will be usually close enough for both weapons to hit, outside of that range, the MG's free bullets will be out of optimum range anyway. No c-bills are wasted.<br><br />
If the target is a slow or stationary object, one can manage all weapons will hit it at once - quite a nasty surprise if the unsuspecting victim was caught at night as it just lost its night vision too.<br><br />
If things turn for the worse, remember to use your [[iJJ]] to help bring you out of harms way.<br />
<br />
===Variant C===<br />
{{Starter}}<br />
Surgeon assistant - this unit's highly precise [[SXPL]] battery will make short business of arms and externals not shielded in time. The guided [[SSRM4]] launcher, if fired in active radar mode will save the pilot the worry of aiming or leading the target while providing some cool down time for the two [[DHS]] to dissipate the excess [[SXPL]] heat buildup. Having no motion augmenting equipment, the pilot of this unit is advised to take the utmost care and keep an accurate oversight of the situation, since no returning fire will go past the 350m of the missile launcher, nor 300m of the laser battery.<br><br />
Still, falling victim of the suddenly changed situation will not cost your team too many tickets, while the damage dealt against any considerably bigger targets will quite rack up your funds due to the favorable [[tier]] offset this unit's nature provides.<br />
<br />
===Variant D - ''"RealToughGuy"''===<br />
{{Starter}}<br />
Toughened up compared to its other siblings, this unit might be the late join cheap trick! The skirmish ranged [[MRM10]] launcher will most certainly be used for opening blows, as the Target passes the 400m line the [[MPL]] pair better be exploiting the weakened limbs in the hope of severing them on time. At the 300 mark 2 [[SL|Small Lasers]] come into play. Past the 200m the [[HMGun]] pair will come to fully bear, either pointed at the weaker torso, more easy to hit, or the wounded arm in hopes to destroy it before it dishes too much damage upon us.<br />
Using The [[EOptics|Enhanced optics]] is highly advised in this scenario, as is damage mitigation by twisting / denying line of sight to our damaged components for the while weapons reload or the Mech cools down being absent of any additional [[DHS]]. Use the [[JJ]] for jump snipping or getting out of the way.<br />
<br />
===Variant E - ''"Enoch"''===<br />
{{Starter}}<br />
Yet another striker like asset. Returning fire past 400m out just won't work, and returning past 350m is only lended by the two modest [[ERSL]]. The majority of this units sting comes from the [[LPPC]] pair, which is no surprise, and the needed additional punch from the reliable [[SRM4]]. Both these weapon types deliver maximal screen shake in chain-fire mode, denying the enemy of accurate return fire and disabling their night vision. Further frustrate enemies by dodging with the liberal use of the Enoch's [[iJJ|Improved JumpJets]].<br> <br />
Highly affordable, decently armored and of reliable firepower, this unit is an excellent companion to many a mech pilot.<br />
<br />
===Variant F===<br />
{{fluff}}<br />
{{Starter}}<br />
The Commando F is an inexpensive [[support|support asset]]. While the F doesn't have any sort of enhanced [[radar|radar equipment]], it can easily designate targets with its [[NARC|NARC launcher]]. When it comes to weapons, the F sacrifices the medium to long range direct fire, that many other Commandos have, for a massive [[TBolt10| Thunderbolt 10 launcher]]. This launcher, as well as the NARC, are safely nestled within the F's torso, protecting them from being cut off. Because of the NARC and the F's [[JJ|Jump Jets]], it can more quickly acquire its own targets. They also give the F an increased, although still very limited, ability to [[flick]] its thunderbolt missiles. As backup weapons, the F only has 4 [[SL|Small Lasers]]. The F is not a front line [[brawler]] and is best used when allies are using missiles, typically in the mid- to late-game.<br />
<br />
===Variant G===<br />
{{Starter}}<br />
The Commando G is a pinpoint accurate [[skirmisher]] and [[brawler]]. It is also capable of acting as a [[backcapper]] by using its [[MASC]] to quickly move from [[base]] to base. Players are advised to carefully watch their [[heat]] and to use [[coolant]] when necessary as the G's [[weapon loadout]] is exclusively [[energy weapons|energy-based]] and it's MASC competes with those weapons for heat capacity. Players can effectively utilize the G in combat through two main tactics. The first is to maximize [[DPS]], to do this, keep all weapons split between three [[weapon groups|groups]] and continually fire these weapons while [[staring]] at the enemy. The second, is to [[alpha strike]], then [[damage spread]] while the G's weapons are recharging. The downside to the second tactic is that the G will [[heat|cool]] less efficiently and have a lower DPS. For skirmishing, the G can [[poke]] out to 600m with its [[LL]] and 500m with its two [[ML]]s. In this capacity, mechs like the [[Owens#Variant G|Owens G]] often perform better. The Commando G makes up for this by being a better brawler, thanks to its two [[SL]]s, and by having a better [[tier]].<br />
<br />
==History==<br />
The Commando was originally a ''canceled'' [[Inner Sphere]] [[Light Mech]], under development by Wandering Samurai Studios. It was announced as planned even before the 0.1.0 release, but no renders or images were ever released. It was unknown when and if it was still being developed until it was officially announced canceled on November 1st in 2012.<br />
<br />
With version 0.11.0, the Commando was confirmed for release and finally saw the light of day.<br />
<br />
<br />
==Canon==<br />
Coventry Defense Conglomerate produced the Commando as one of the Commonwealth's first home-grown entries into the newly created industry of BattleMech design and manufacture.<br />
By the time of the [[Clans|Clan]] Invasion (3050–3061), this renaissance man, the 'Commando' had gone through many versions & was a nearly 600-year-old design for an early reconnaissance 'Mech. Despite its age, it was still an impressive unit with its [[SRM6]] and [[SRM4]] missile launchers supported by a single [[ML|Medium Laser]]. With 4 tons of armor (a half-ton less than the [[Raven]]), it could run up to 97 km/h. One of the first Mechs designed for Reconnaissance, then upgraded to Stricker. Variants of the Commando were created even after the invasion, proving the success and popularity of this design.<br />
<br />
Date Introduced 2463 during the Era known as "Age of War" (2005 - 2570) - Unit Role: Reconnaissance, then in 2486 upgraded to Striker<br />
<br />
[http://www.sarna.net/wiki/Commando BattleTech Reference]<br />
<br />
{{Template:Navbox Assets IS}}</div>Sabristhttps://wiki.mechlivinglegends.net/index.php?title=Partisan&diff=13187Partisan2022-04-26T18:42:32Z<p>Sabrist: 0.15.0 update</p>
<hr />
<div>{{Vehicle|<br />
| Image = File:Partisan.png<br />
| ImageGif = File:Partisan_spin.gif<br />
| Class = Tank<br />
| Faction = Inner Sphere<br />
| Tickets = 6<br />
| Tier = 6<br />
| Tonnage = 80<br />
| Speed = 60<br />
| Rotation = 360<br />
| Pitch = -5° to +90°<br />
<br />
| Price Prime = 63 000<br />
| ArmorT Prime = 37 681<br />
| Engine Prime = GM SuperLoad 240 I.C.E.<br />
| Weapons Prime = <ul><br />
<li>4x [[AC5]]<br />
</ul><br />
| Equip Prime = <ul><br />
<li>[[EOptics]]<br />
<li>[[GECM]]<br />
<li>[[LAMS]]<br />
<li>0 [[HS]]<br />
<li>0 [[free tons]]<br />
<li>9t [[Armor]]<br />
</ul><br />
<br />
| Price A = 60 000<br />
| ArmorT A = 28 480<br />
| Engine A = GM SuperLoad 240 I.C.E.<br />
| Weapons A = <ul><br />
<li>4x [[LBX5]]<br />
</ul><br />
| Equip A = <ul><br />
<li>[[EOptics]]<br />
<li>[[GECM]]<br />
<li>0 [[HS]]<br />
<li>0 [[free tons]]<br />
<li>7t [[Armor]]<br />
</ul><br />
<br />
| Price B = 63 100<br />
| ArmorT B = 28 480<br />
| Engine B = GM SuperLoad 240 I.C.E.<br />
| Weapons B = <ul><br />
<li>4x [[RAC2]]<br />
</ul><br />
| Equip B = <ul><br />
<li>[[EOptics]]<br />
<li>1 [[HS]]<br />
<li>4 [[free tons]]<br />
<li>7t [[Armor]]<br />
</ul><br />
<br />
| Price C = 58 100<br />
| ArmorT C = 30 320<br />
| Engine C = GM SuperLoad 240 I.C.E.<br />
| Weapons C = <ul><br />
<li>2x [[ELRM20]]<br />
</ul><br />
| Equip C = <ul><br />
<li>[[EOptics]]<br />
<li>[[LAMS]]<br />
<li>1 [[HS]]<br />
<li>6 [[free tons]]<br />
<li>7t [[Armor]]<br />
</ul><br />
<br />
| Price D = 57 700<br />
| ArmorT D = 35 840<br />
| Engine D = GM SuperLoad 240 I.C.E.<br />
| Weapons D = <ul><br />
<li>1x [[AC10]]<br />
<li>2x [[MPL]]<br />
<li>1x [[MRM30]]<br />
</ul><br />
| Equip D = <ul><br />
<li>[[EOptics]]<br />
<li>[[PDS]]<br />
<li>0 [[HS]]<br />
<li>1 [[free tons]]<br />
<li>8.5t [[Armor]]<br />
</ul><br />
<br />
| Price E = 56 500<br />
| ArmorT E = 24 799<br />
| Engine E = GM SuperLoad 240 I.C.E.<br />
| Weapons E = <ul><br />
<li>4x [[HVAC2]]<br />
</ul><br />
| Equip E = <ul><br />
<li>[[Eoptics]]<br />
<li>0 [[HS]]<br />
<li>0 [[free tons]]<br />
<li>6t [[Armor]]<br />
</ul><br />
<br />
| Price F = 71 300<br />
| ArmorT F = 37 681<br />
| Engine F = Fusion 275<br />
| AltSpeed F = 76<br />
| AltBoost F = 76<br />
| Weapons F = <ul><br />
<li>3x [[MXPL]]<br />
<li>1x [[RAC5]]<br />
</ul><br />
| Equip F = <ul><br />
<li>[[EOptics]]<br />
<li>13 [[HS]]<br />
<li>1 [[free ton]]<br />
<li>9t [[Armor]]<br />
</ul><br />
<br />
| Price G = 62 100<br />
| ArmorT G = 28 480<br />
| Engine G = GM SuperLoad 240 I.C.E.<br />
| Weapons G = <ul><br />
<li>2x [[DSSRM6]]<br />
</ul><br />
| Equip G = <ul><br />
<li> [[PDS]]<br />
<li>5 [[HS]]<br />
<li>6 [[free tons]]<br />
<li>7t [[Armor]]<br />
</ul><br />
<br />
| Hull = 6400<br />
| Armor T = 9067<br />
| Armor F = 7556<br />
| Armor S = 5440<br />
| Armor B = 3778<br />
<br />
| Version150 = 0.15.0<br />
}}<br />
<br />
The '''Partisan''' is an [[Inner Sphere]] [[tank]], specialized for [[AA|anti-aircraft]] roles. It is lightly armored and moves slowly, but its weapons allow it to sit behind the main battle line to perform its main function exceptionally well. With great turret rotation range and equipment, it excels at taking down aircraft. Its secondary roll is to provide an inexpensive but quite effective fire support platform. While its boost does not add any speed, it does give the Partisan a little more torque helping it get up hills and over uneven terrain. <br />
<br />
<br />
==Roles and Gameplay Hints==<br />
<br />
===Prime===<br />
The Partisan Prime's [[AC5]]s allow it to rip into aircraft and at fairly long range, while its enhanced optics aid in aiming. It is also highly effective against other ground light to medium assets. [[GECM]] and [[LAMS]] equipment gives the Prime much needed protection from enemy radar and missiles. 2 aditional tons of [[armor]] greatly helps with survivability. Prime is a force to be reckoned with.<br />
<br />
===Variant A===<br />
This variant carries 4 [[Lubalin_Ballistics-X_AutoCannons|LBX5s]] which reach up to 800m range. It is very dangerous to hostile aircraft and tanks that wander within it's striking range. Furthermore, it'll fill the air with buckshot while staying hidden from enemy radar by its [[GECM]] equipment. This tank shines at destroying light and medium Mechs: two shots of all cannons, if all projectiles connect, will destroy the rear armor of any of these Mechs. One particularly devious tactic is to drive in the path of an enemy Mech circling another in a brawl- this may stop it entirely, allowing you to get a good shot at a component as well as helping your teammate.<br />
<br />
===Variant B===<br />
This variant mounts 4 [[RAC2]]s, giving it a frightening rate of fire. It will devastate any BA that it encounters, and once in range it can take down most aircraft easily (there is a lot of spread, so it will burn through ammo quickly when firing at distant targets) as well as some light Mechs. When an enemy is distracted by other attackers, the Partisan's low profile and the RAC2's deceptively low, but constant damage, can allow the Partisan B to whittle away armor almost unnoticed. Even assault Mechs can find themselves missing an arm or side torso because of the otherwise meek-looking Partisan B.<br />
<br />
===Variant C===<br />
This is a simple but effective extreme range missile boat, with no close combat abilities. [[EOptics]] allow it to pick targets from a good distance. While more expensive than other early- to mid-game assets with ELRMs, it packs more punch with its [[ELRM20]]s and much needed 6 [[free tons]] of ammo.<br />
<br />
===Variant D - ''"Redbeard MK-IV"''===<br />
Partisan D lays down the hurt at medium range with it's [[AC10]] while the two [[MPL]]s kick in at 500m. The [[MRM30]] functions as a versatile take-down weapon, able to dish out serious damage at close range in a shotgun-esque manner, or land blows on slow, immobile or oblivious targets out to 675m. The unit has 1 [[free tons|tons to spare]]. It also has an extra 2 tons of [[armor]] for increased protection. Zero added [[HS|Heat Sinks]] so keep your eye on your temperture due to the heat generated MRM's, extra coolant will be required while in heavy battle. [[EOptics]] aids in surveying the battlefield before an engagement. [[PDS|Point Defense System]] will deter Battle Armor while giving you the oppertunity to finish them off.<br />
<br />
===Variant E - ''"Hooptie"''===<br />
The variant E, is a long-range fire support unit as the cheapest of all Partisans with only 7 tons of [[Armor]] and [[EOptics]] it excel's as a sniper. Mounting 4 [[HVAC2]]s give it a high damage potential and an extreme long range. The E has the ability to rip holes in any Aero wings, whittle down opponents from afar and picking off stragglers heading back to base. Partisan E is a support vehicle so try to keep your distance at all times. [[LAMS]] is mounted to assist you, should missiles come flying your way. Stay with a group when piloting this unit.<br />
<br />
===Variant F - ''"Manteuffel"''===<br />
At '''76 km/h''' the Manteuffel is the fastest and most pricey Partisan. It is well suited for close range battles and for some medium range battles. Mounting the [[RAC5|Rotary AutoCannon 5]] and three [[MXPL| Medium X-Pulse Lasers]], the Manteuffel can chew into opponents' armor quickly with sustained firepower supported by 13 [[DHS|Heatsinks]]. Both weapon systems reach up to at least 500m, but the RAC5 is best used at closer range, or against slower targets. At longer ranges, players will find it impossible to hit fast moving targets with both weapon systems at the same time. One [[free tons|ton of ammo]] is insufficient for extended battles, the Manteuffel must make use of its high speed for frequent trips to [[rearm]]. This close range beast has a full 2 tons of extra [[armor]] which allows it to [[tanking|tank]] far longer than expected, surprising many enemy pilots. The Manteuffel is an effective choice on most maps and at most stages of the game, although the [[Rommel#Variant E - "Easy Eight"|Easy Eight]] can outperform the Manteuffel in many ways, the Manteuffel benefits from an amazing turret [[pitch]] that the Easy Eight does not have. This makes the Manteuffel more effective against [[BA]] and [[aircraft]] than other assets with similar weapon loadouts.<br />
<br />
===Variant G===<br />
A pure brawler, the Partisan G mounts twin [[DSSRM6|Dual SSRM6]] launchers as its only weapons. Within 350m, enemies can expect either an alphastrike wall of 24 tracking missiles or a constant screen-shaking barrage of 12 tracking missiles launching every 2 seconds. With 6 [[free tons]] of ammo, the G will be able to stay in the battle for quite a while. Pilots should be wary of its limited engagement range as it is too slow to chase down all but the slowest opponents.<br />
<br />
<br />
==Canon==<br />
Designed as a counterpart to Clan air superiority, Partisan was dedicated air defense tank. This 80 ton tank was deployed in 3057 as a first unit in Federated Commonwealth to incorporate [[C3]] computer. This allowed tanks to concentrate firepower quickly and efficiently, while all tanks had best available targeting data, making an efficient mobile anti-air defense. In between many successes of these tanks one can count crippling the Blakist Triumph-class Troop Carrier of total weight 5,600 tons. Typical Partisan is armed with twin [[LBX10]] and two [[AC2]] which could take advantage of precision-guided or armor-piercing rounds. 4 spare tons of ammunition were devoted mostly to LBX rounds. Maximum speed of tank was 54 km/h, while it's armor protection reached 8 tons<br />
<br />
Date Introduced 2791 during the Era known as "Early Succession War" (2781 - 2900) - Unit Role: Sniper<br />
<br />
[http://www.sarna.net/wiki/Partisan Battletech Reference]<br />
<br />
<br />
{{Template:Navbox_Assets_IS}}</div>Sabristhttps://wiki.mechlivinglegends.net/index.php?title=Schrek&diff=13186Schrek2022-04-26T18:36:07Z<p>Sabrist: 0.15.0 update</p>
<hr />
<div>{{Vehicle|<br />
| Image = File:Schrek.png<br />
| ImageGif = File:Schrek_spin.gif<br />
| Class = Tank<br />
| Faction = Inner Sphere<br />
| Tickets = 8<br />
| Tier = 10<br />
| Tonnage = 80<br />
| Speed = 76<br />
| Rotation = 360<br />
| Pitch = -5° to +35°<br />
<br />
| Price Prime = 80 000<br />
| ArmorT Prime = 37 681<br />
| Engine Prime = GoreTex 240 Fusion<br />
| Weapons Prime = <ul><br />
<li>3x [[ERPPC]]<br />
</ul><br />
| Equip Prime = <ul><br />
<li>[[EOptics]]<br />
<li>1 [[LAMS]]<br />
<li>15 [[HS]]<br />
<li>0 [[free tons]]<br />
<li>9t [[Armor]]<br />
</ul><br />
<br />
| Price A = 81 300<br />
| ArmorT A = 37 681<br />
| Engine A = GoreTex 240 Fusion<br />
| Weapons A = <ul><br />
<li>8x [[ML]]<br />
<li>2x [[SSRM4]]<br />
</ul><br />
| Equip A = <ul><br />
<li>[[EOptics]]<br />
<li>[[GECM]]<br />
<li>1 [[LAMS]]<br />
<li>10 [[HS]]<br />
<li>2 [[free tons]]<br />
<li>9t [[Armor]]<br />
</ul><br />
<br />
| Price B = 73 900<br />
| ArmorT B = 37 681<br />
| Engine B = GoreTex 240 Fusion<br />
| Weapons B = <ul><br />
<li>3x [[LPL]]<br />
<li>2x [[SRM2]]<br />
</ul><br />
| Equip B = <ul><br />
<li>[[EOptics]]<br />
<li>1 [[PDS]]<br />
<li>16 [[HS]]<br />
<li>0 [[free tons]]<br />
<li>9t [[Armor]]<br />
</ul><br />
<br />
| Price C = 78 500<br />
| ArmorT C = 43 200<br />
| Engine C = GoreTex 240 Fusion<br />
| Weapons C = <ul><br />
<li>6x [[LPPC]]<br />
<li>2x [[MRM10]]<br />
</ul><br />
| Equip C = <ul><br />
<li>[[EOptics]]<br />
<li>10 [[HS]]<br />
<li>0 [[free tons]]<br />
<li>10.5t [[Armor]]<br />
</ul><br />
<br />
| Price D = 73 400<br />
| ArmorT D = 37 681<br />
| Engine D = GoreTex 240 Fusion<br />
| Weapons D = <ul><br />
<li>3x [[UAC5]]<br />
<li>2x [[LRM10]]<br />
</ul><br />
| Equip D = <ul><br />
<li>[[EOptics]]<br />
<li>4 [[HS]]<br />
<li>3 [[free tons]]<br />
<li>9t [[Armor]]<br />
</ul><br />
<br />
| Price E = 74 000<br />
| ArmorT E = 37 681<br />
| Engine E = GoreTex 240 Fusion<br />
| Weapons E = <ul><br />
<li>1x [[LBX10]]<br />
<li>2x [[LXPL]]<br />
</ul><br />
| Equip E = <ul><br />
<li>[[EOptics]]<br />
<li>15 [[HS]]<br />
<li>0 [[free tons]]<br />
<li>9t [[Armor]]<br />
</ul><br />
<br />
| Price F = 80 950<br />
| ArmorT F = 37 681<br />
| Engine F = GoreTex 240 Fusion<br />
| Weapons F = <ul><br />
<li>1x [[HPPC]]<br />
<li>2x [[PPC]]<br />
</ul><br />
| Equip F = <ul><br />
<li>[[EOptics]]<br />
<li>[[BAP]]<br />
<li>1 [[PDS]]<br />
<li>15 [[HS]]<br />
<li>0 [[free tons]]<br />
<li>9t [[Armor]]<br />
</ul><br />
<br />
| Price G = 90 800<br />
| ArmorT G = 41 359<br />
| Engine G = GoreTex 240 Fusion<br />
| Weapons G = <ul><br />
<li>1x [[Thumper Artillery| SnThumper]]<br />
<li>2x [[MPL]]<br />
<li>2x [[ERSL]]<br />
</ul><br />
| Equip G = <ul><br />
<li>1 [[PDS]]<br />
<li>13 [[HS]]<br />
<li>3 [[free tons]]<br />
<li>10t [[Armor]]<br />
</ul><br />
<br />
| Hull = 6400<br />
| Armor T = 9067<br />
| Armor F = 7556<br />
| Armor S = 5440<br />
| Armor B = 3778<br />
<br />
| Version150 = 0.15.0<br />
}}<br />
<br />
The '''Schrek''' is an [[Inner Sphere]] tracked assault [[tank]]. On the battlefield, the Schrek’s main function is to act as long-range heavy fire support to other vehicles and ’Mechs.<br />
<br />
The Schrek has the same total armor as a [[Rommel]], but takes longer to kill through any one part of the tank as it has more hull [[Armor#Vehicles|armor]]. This also means that each piece of external armor is weaker than the Rommel. Players that are experienced with [[damage spreading]] will find the Schrek to be less survivable than the Rommel.<br />
<br />
<br />
==Roles and Gameplay Hints==<br />
===Prime===<br />
The Schrek Prime is an excellent [[sniper]] tank. Normally three [[ERPPC]]s would easily overheat an [[asset]]. But with its fifteen [[heat sink|single heat sinks]] the Prime can stay cool even while firing all of its weaponry. On most maps, the Prime can fire two [[alpha strike|alpha strikes]] in a row before going above the [[heat|yellow line]]. After that, the Prime will go above the yellow line only slightly. Players are advised to wait a little extra time before firing a third time, or to [[chain fire]] the ERPPCs at that point to avoid showing up on enemy [[radar]]. Chain fire can also be useful to increase the duration of [[screen shake]], or to more easily kill [[Battle Armor]].<br />
<br />
===Variant A - ''"All-Star"''===<br />
The Schrek A, the "All-Star", is a [[pinpoint damage]] monstrous ogre that will make enemies scream in fright as it hits the ground running. Eight [[Medium Laser]]s break the mould of [[asset]] design that generally doesn't allow such [[boat|boating]]. They only reach out to a paltry 500m. In order to make these green lasers useful, pilots of the All-Star won't stop coming in to medium, or even close range. There's nothing wrong with taking the backstreets to deny enemy fire while closing in. The range reduction, thankfully means less [[heat]] and less heat means All-Star doesn't need a cool place and need not search for places to get colder. Other Schreks might as well swim to avoid using [[coolant]], but not the All-Star. Any temperature of [[map]] works for the All-Star and enemy [[flamers]] won't set its world on fire. If the All-Star needs a little change, its MLs can be [[chain fire|chain fired]] to layer the heat out more, or to shoot at enemy [[BA]]. Backing up the All-Star's lasers are a pair of [[SSRM4]]s that, when [[chain fire|chain fired]], help swamp the enemy with [[screen shake]]. [[GECM]] puts a hole in the enemy's satellite picture, making it much easier to stay in [[active radar| active radar mode]] and [[lock on]] with the All-Star's missiles without having to worry about attracting enemy missile fire. Though it doesn't need them to get its game on or go play, the All-Star has two [[spare tons]] of ammo. Even with all of those weapons, that isn't all of the tools in the All-Star's shed.<br />
<br />
===Variant B===<br />
This variant has the fastest fire rate out of any other Shreck and is very well suited to keeping constant barrage on all kinds of targets. Once its target is within 650m, the tank can unleash its rapid fire arsenal of 3 [[LPL]]s which can make short work out of any lightly armored unit as long as the driver keeps the beam steady. Follow up shots are literally continual as the 16 [[HS]] can easily deal with the generated heat. The backup dual [[SRM2]] are at best a deterrent to [[BA|battlearmor]] and add some extra enemy screenshake. [[EOptics]] to search the battlefield and 1 [[PDS]] to deter Battle Armor.<br />
<br />
===Variant C===<br />
The Schrek C is a cool-running energy [[boat]] with 6 [[Light Particle Projection Cannon]]s. What the C lacks in [[pinpoint damage]] it makes up for in [[screen shake]]. This is easily achieved by [[chain firing]] all of its LPPCs and in a separate weapon group, chain firing its two [[Medium Range Missile|Medium Range Missile 10s]]. With an even shorter effective range than the All-Star, the C must be extra stealthy when approaching its enemies. [[Passive radar]] is the C's only option for doing this since it lacks any kind of [[electronic countermeasures]]. Unfortunately this means the C's [[LAMS]] will be inactive. To make full use of the C's LAMS, players should find a nearby ally with [[AECM]] and go [[active radar]] or only go active whenever there are incoming enemy missiles or once the C comes within 450m of the enemy, whichever comes first. The C can function as a [[poking]] asset by [[group firing]] all of its weapons, although the Schrek F fills the role of poker much better.<br />
<br />
===Variant D===<br />
The D maintains long-range flexibility with Two [[LRM10|Long Range Missiles 10]] which can effectively deter or suppress longer-ranged opponents while on approach, especially when paired with Three [[UAC5|Ultra AutoCannons 5]] timed to disrupt the aim of high-alpha skirmishers. The three UAC5s providing consistent damage over time with there kinetic damage & does decent bonus damage to air units. [[EOptics|Enhanced Optics]] allow for battlefield awareness while a mere 4 [[HS]] try to manage the heat. Only 3 [[Free tons ]] to divide up between the missiles or cannons.<br />
<br />
===Variant E===<br />
The mighty [[LXPL]] while lacking an pronounced punch, still deals it's steady stream of damage from point blank out to 750m in the field and the pair on this variant can wreak havoc on any unit not swift enough to flee for cover in time. One [[LBX10]] can pepper out to 700m once ever 5 seconds with significantly greater damage potential than an AC10 or AC20. Add [[EOptics]] and 15 [[HS]] for winning combo which makes the F a great ambusher or mid range fighter.<br />
<br />
===Variant F===<br />
The Schrek F is an excellent medium range [[alpha strike|alpha striker]] and [[support asset]]. All three of the F's weapons recharge slowly, making it very effective when near cover. Simply [[group fire]] the two [[Particle Projection Cannons]] and the [[Heavy Particle Projection Cannon]] then move behind cover while they recharge. A single alpha strike in this manner will not overheat the F, and while PPCs cause much [[splash damage]], focusing fire in this way will concentrate most of the damage on just one the enemy's [[component]]s. On normal temperature maps, repeated alpha strikes will slightly [[overheat]] the F, make it show up on enemy [[radar]], and cause minor [[heat sink]] damage, but is otherwise manageable. What makes the F a good support asset are its [[Beagle Active Probe]] and [[Point Defense System]]. BAP allows the F to better detect enemy positions while the PDS helps mitigate [[Aircraft]] and [[Battle Armor]]. To make sure that the F's support role is properly realized, players must call out enemy positions in Team Chat, since the F lacks [[c3|radar sharing]] capabilities. When forced into a [[brawler|brawl]] the F should [[chain fire]] its weapons for maximum [[screen shake]] and [[heat|heat dissipation]].<br />
<br />
===Variant G - ''"KV-2813"''===<br />
{{fluff}}<br />
The Schrek G, also known as the ''"KV-2813"'', doesn't have the fancy dorsal mount, impressive backup weaponry, or solid armor of the [[Marauder#Variant A - "Magnum"|Magnum Marauder]], but it still brings the same [[Thumper Artillery|Snub-Nose Thumper Artillery Cannon]] to the battlefield, at a discount. Unlike the Magnum, the KV-2813 benefits from a low profile, making it easier to hide behind terrain while the Thumper Cannon recycles to fire again. The KV-2813 is just as armored as a [[Romel#Variant A - "Howitzer"|Rommel A "Howitzer"]], but lacks the incredible range of the Rommel Thumper. An array of four [[MPL]]s help protect the KV-2813 when enemies come in too close for the Thumper to be fired safely.<br />
<br />
==Canon==<br />
Developed by Aldis in 2813 to overcome the heat issues which hampered the effectiveness of their immensely popular Demolisher tank, the company took an entirely different tack, replacing the Demolisher's mammoth autocannons with a trio of PPCs and enough Heat Sinks to fire them continuously. It took 10 years and hundreds of coolant suits to develop the Schrek. Utilizing the latest innovations in particle projector technology, the Schrek is capable of literally vaporizing the armor off any 'Mech with one shot. However many potential buyers were put off by the cost and use of a viable fusion power plant. Notable Pilot - Frederick "Sniper" Jones, a private in Halsten's Brigade, a heavy armor unit, Jones has earned his title of "Sniper" by never missing a critical shot when it is needed most.<br />
<br />
Date Introduced 2813 during the Era known as "Early Succession War" (2781 - 2900) - Unit Role: Combat Vehicle - Tracked - Sniper<br />
<br />
[https://www.sarna.net/wiki/Schrek BattleTech Reference]<br />
<br />
{{Template:Navbox_Assets_IS}}</div>Sabristhttps://wiki.mechlivinglegends.net/index.php?title=Arrow_IV&diff=13185Arrow IV2022-04-26T18:19:26Z<p>Sabrist: /* Weapon Stats */</p>
<hr />
<div>The '''ArrowIV''' (also called '''Arrow 4''', '''A4''', '''Arrow'''), is a missile artillery weapon system that launches four guidable AOE missiles.<br />
__TOC__<br />
<br />
==Overview==<br />
The Arrow missiles are capable of reaching targets from over 3500 meter distance but the weapon's own targeting system is only capable of locking at targets at 1000m (1200m clan counterpart) range. Due to the arcing trajectory, the [[minimum range]] of the missiles is about 500m. ArrowIV missiles have high damage potential, but the most notable quality of the Arrow missiles is the large explosion (splash) radius, which can be used to hit cramped enemy formations or dumbfiring for area denial effect.<br />
<br />
Large slow projectiles, brightly colored exhaust flame, thick smoke trail and high ballistic arc make ArrowIV's visually distinguishable from the other missiles.<br />
{{Clear}}<br />
<br />
==Weapon Stats==<br />
<div style="overflow-x: auto; margin-right:auto; margin-left:auto; margin-top: 20px; margin-bottom: 0px;"><br />
{| class= "sortable hoverTable statTable stickyCol"<br />
|- style="height:70px;"<br />
! data-sort-type="number" style="width: 90px; position: sticky; position: -webkit-sticky; left:0; z-index: 999;" | '''Weapon'''<br />
! data-sort-type="number" style="width: 70px" | '''Min Range'''<br />
! data-sort-type="number" style="width: 70px" | '''Max Range''' <!-- calculated and/or approximated max range to cause damage --><br />
! data-sort-type="number" style="width: 70px" | '''Lock On<br>Range'''<br />
! data-sort-type="number" style="width: 70px" | '''Lock On<br>Time'''<br />
! data-sort-type="number" style="width: 80px" | '''Splash Damage<wbr/>/Shot''' <!-- Shot is the minimum amount of ammo/beams one can shoot--><br />
! class="unsortable" style="width: 100px; padding: 5px;" | '''[[Damage types|Damage<br>Type]]'''<br />
! data-sort-type="number" style="width: 80px" | '''Sec. Splash<br>Damage<wbr/>/Shot'''<br />
! class="unsortable" style="width: 100px; padding: 5px;" | '''Sec.<br>[[Damage types|Damage Type]]'''<br />
! data-sort-type="number" style="width: 100px" | '''Splash Radius'''<br>(prm/sec)<br />
! data-sort-type="number" style="width: 80px" | '''Shots<br>/min''' <!-- Shot cycles per minute more accurately. (Max rpm for rapid fire weapons) --><br />
! data-sort-type="number" style="width: 70px" | '''Sustained<br>[[DPS]]''' <!-- average sustainable max DPS against assets (mechs,tanks,hovers,asf,vtol)--><br />
! data-sort-type="number" style="width: 70px" | '''Max Speed<br>(m/s)'''<br />
! data-sort-type="number" style="width: 70px" | '''[[Heat]]<br>/Shot'''<br />
! data-sort-type="number" style="width: 70px" | '''Ammo<br>/ton''' <!-- Half ton ammo treated as one ton --><br />
! data-sort-type="number" style="width: 70px" | '''Ammo cost<br>/ton'''<br />
|-<br />
<br />
! data-sort-value="1" | '''Arrow IV'''<br />
| rowspan="4" | ~500m<br />
| rowspan="4" | 4300m<br />
| 1000m<br />
| rowspan="4" | 10s<br />
| rowspan="2" Data-sort-value="700" | 4 x 175<br />
| rowspan="4" | Missile<br />
| rowspan="2" Data-sort-value="468" | 4 x 117<br />
| rowspan="4" | Missile<br />
| rowspan="2" | 9.5m / 50m<br />
| rowspan="4" | 7<br />
| rowspan="2" | 131<br />
| rowspan="4" | 150<br />
| rowspan="4" | 240<br />
| rowspan="2" | 32<br />
| rowspan="4" | 1000<br />
|-<br />
<br />
! data-sort-value="2" style="padding-left:3px; padding-right:3px"| '''Clan Arrow IV'''<br />
| 1200m<br />
|-<br />
<br />
! data-sort-value="3" | '''Arrow IV Cluster'''<br />
| 1000m<br />
| rowspan="2" Data-sort-value="704" | 8 x 88<br />
| rowspan="2" Data-sort-value="472" | 8 x 59<br />
| rowspan="2" | 9.5m / 40m<br />
| rowspan="2" | 132<br />
| rowspan="2" | 64<br />
|-<br />
<br />
! data-sort-value="4" style="padding-left:3px; padding-right:3px"| '''Clan Arrow IV Cluster'''<br />
| 1200m<br />
|-<br />
<br />
|}<br />
</div><br />
{{Version tag | Width = 1700px | Version1410=0.15.0}}<br />
<br />
==Gameplay & Hints==<br />
[[File:Arrow4.jpg|thumb|200px|[[Cougar]] about to get hit by 2 Arrows]]<br />
*ArrowIVs have a very, very long lock on time. Even longer when targeting something with [[GECM]]. It is recommended to [[Crouch/Deploy|crouch]] or [[Crouch/Deploy|deploy]] to reduce the lock on time.<br />
<br />
*Thanks to the missile's large splash effect, a salvo of A4s can easily reduce all of a Mech's components to "yellow" status. <br />
<br />
*Because of it's very characteristic damage spread, the A4 user cannot concentrate it's firepower on a single part, and instead, the A4 user is forced to burn through all of the target's armor.<br />
<br />
*One way to use ArrowIVs is to have a friendly unit designate targets using a [[NARC]] or [[TAG]] while the ArrowIV unit shoots the missiles from other location -- while the ArrowIV can only achieve a lock out to 1000m, it's long flight time allows it to travel from one base to another, allowing the A4 user to stay well behind the front lines.<br />
<br />
*Missiles can be also be dumb-fired (that is, fired without lock) towards stationary units from beyond the A4's lock-on range, allowing an easy hit without triggering the target's missile lock warning. When dumb-fired, ArrowsIV's have an effective range of almost 4000 meters, and will travel to a point directly over the targeting reticule, before descending at a steep point and landing almost exactly where they're aimed. However, the missiles' smoke trail is highly visible, which may give the target ample warning to take evasive action.<br />
<br />
*Another more niche way to use ArrowIV is to scare off Aeros or VTOLs, with the missile lock warning forcing the enemy to involve in multiple dodge maneuvers for quite some time, thanks to the missiles' ability to approach a target up to three times. For this tactic it's best to fire the two missiles with few seconds delay between each, lengthening the time enemy will be threatened by the missiles, and increasing the hit probability. However, as with [[LRM]]s, an air unit is only likely to be struck by missiles if it takes no evasive action; in this case, the missiles serve as a distraction, making both offense and fleeing more difficult for the targeted unit, and perhaps giving friendly [[AA]] more time to shoot it down.<br />
<br />
*ArrowIV salvos are impossible for a single [[AMS]] system to destroy<br />
<br />
{{Clear}}<br />
<br />
==Canon==<br />
[[File:Arrow_IV_Artillery.png|thumb|200px]]<br />
The Arrow IV is a stand-alone, missile based, artillery system, designed to augment conventional systems such as the Long Tom and the Sniper. It was first introduced by the Terran Hegemony in 2600 and became a staple of the Star League Defense Force. Although the technology to create Arrow IVs was lost during the Star League's collapse, it was recovered by Capellan Confederation engineers in 3044 working off of surviving examples and the Helm Memory Core.<br />
<br />
[http://www.sarna.net/wiki/Arrow_IV_Artillery BattleTech reference]<br />
<br />
{{Clear}}<br />
==Usage==<br />
The following assets equip Arrow IVs:<br />
<br />
<div style="overflow-x: auto; margin-right:auto; margin-left:auto; margin-top: 20px; margin-bottom: 0px; max-height: 500px; max-width:560px"><br />
{| class= "filterable sortable hoverTable statTable stickyCol stickyHead"<br />
|- style="height:70px;"<br />
! class="unfilterable" style="width: 150px; left:0; z-index:99999" | '''Asset'''<br />
! class="unsortable" style="white-space:nowrap; width:90px" | '''Type''' <!-- filter instead of sorting--><br />
! class="unsortable" style="white-space:nowrap; width:90px" | '''Faction''' <!-- filter instead of sorting--><br />
! class="unfilterable" data-sort-type="number" style="width: 60px;" |'''Tons'''<br />
! class="unfilterable" data-sort-type="number" style="width: 50px;" |'''ArrowIV'''<br />
|-<br />
![[Catapult|Catapult C ]]<br />
||Mech||IS||65||2<br />
|-<br />
![[Thanatos|Thanatos B ]]<br />
||Mech||IS||75||1<br />
|-<br />
![[MadCatMKII|MadCatMKII C ]]<br />
||Mech||CL||90||2<br />
|-<br />
![[Daishi|Daishi C ]]<br />
||Mech||CL||100||1<br />
|-<br />
![[Regulator|Regulator G ]]<br />
||Vehicle||IS||45||1<br />
|-<br />
![[Shoden|Shoden A]]<br />
||Vehicle||CL||70||1<br />
|-<br />
![[Huitzilopochtli|Huitzilopochtli Prime ]]<br />
||Vehicle||CL||85||2<br />
|-<br />
![[Huitzilopochtli|Huitzilopochtli A ]]<br />
||Vehicle||CL||85||2<br />
|-<br />
![[Huitzilopochtli|Huitzilopochtli C ]]<br />
||Vehicle||CL||85||2<br />
|-<br />
![[Huitzilopochtli|Huitzilopochtli D ]]<br />
||Vehicle||CL||85||1<br />
|-<br />
![[Huitzilopochtli|Huitzilopochtli G ]]<br />
||Vehicle||CL||85||1<br />
|-<br />
![[Mars|Mars C ]]<br />
||Vehicle||CL||100||3<br />
|-<br />
|}<br />
</div><br />
{{Version tag | Width = 550px | Version149=0.14.9}}<br />
<br />
<br />
----<br />
<br />
<br />
{{Navbox Weapons}}<br />
[[Category:Lists]]<br />
[[Category:Missile weapons]]</div>Sabristhttps://wiki.mechlivinglegends.net/index.php?title=Arrow_IV&diff=13184Arrow IV2022-04-26T18:19:08Z<p>Sabrist: /* Weapon Stats */ 0.15.0 update - added cluster variants</p>
<hr />
<div>The '''ArrowIV''' (also called '''Arrow 4''', '''A4''', '''Arrow'''), is a missile artillery weapon system that launches four guidable AOE missiles.<br />
__TOC__<br />
<br />
==Overview==<br />
The Arrow missiles are capable of reaching targets from over 3500 meter distance but the weapon's own targeting system is only capable of locking at targets at 1000m (1200m clan counterpart) range. Due to the arcing trajectory, the [[minimum range]] of the missiles is about 500m. ArrowIV missiles have high damage potential, but the most notable quality of the Arrow missiles is the large explosion (splash) radius, which can be used to hit cramped enemy formations or dumbfiring for area denial effect.<br />
<br />
Large slow projectiles, brightly colored exhaust flame, thick smoke trail and high ballistic arc make ArrowIV's visually distinguishable from the other missiles.<br />
{{Clear}}<br />
<br />
==Weapon Stats==<br />
<div style="overflow-x: auto; margin-right:auto; margin-left:auto; margin-top: 20px; margin-bottom: 0px;"><br />
{| class= "sortable hoverTable statTable stickyCol"<br />
|- style="height:70px;"<br />
! data-sort-type="number" style="width: 90px; position: sticky; position: -webkit-sticky; left:0; z-index: 999;" | '''Weapon'''<br />
! data-sort-type="number" style="width: 70px" | '''Min Range'''<br />
! data-sort-type="number" style="width: 70px" | '''Max Range''' <!-- calculated and/or approximated max range to cause damage --><br />
! data-sort-type="number" style="width: 70px" | '''Lock On<br>Range'''<br />
! data-sort-type="number" style="width: 70px" | '''Lock On<br>Time'''<br />
! data-sort-type="number" style="width: 80px" | '''Splash Damage<wbr/>/Shot''' <!-- Shot is the minimum amount of ammo/beams one can shoot--><br />
! class="unsortable" style="width: 100px; padding: 5px;" | '''[[Damage types|Damage<br>Type]]'''<br />
! data-sort-type="number" style="width: 80px" | '''Sec. Splash<br>Damage<wbr/>/Shot'''<br />
! class="unsortable" style="width: 100px; padding: 5px;" | '''Sec.<br>[[Damage types|Damage Type]]'''<br />
! data-sort-type="number" style="width: 100px" | '''Splash Radius'''<br>(prm/sec)<br />
! data-sort-type="number" style="width: 80px" | '''Shots<br>/min''' <!-- Shot cycles per minute more accurately. (Max rpm for rapid fire weapons) --><br />
! data-sort-type="number" style="width: 70px" | '''Sustained<br>[[DPS]]''' <!-- average sustainable max DPS against assets (mechs,tanks,hovers,asf,vtol)--><br />
! data-sort-type="number" style="width: 70px" | '''Max Speed<br>(m/s)'''<br />
! data-sort-type="number" style="width: 70px" | '''[[Heat]]<br>/Shot'''<br />
! data-sort-type="number" style="width: 70px" | '''Ammo<br>/ton''' <!-- Half ton ammo treated as one ton --><br />
! data-sort-type="number" style="width: 70px" | '''Ammo cost<br>/ton'''<br />
|-<br />
<br />
! data-sort-value="1" | '''Arrow IV'''<br />
| rowspan="4" | ~500m<br />
| rowspan="4" | 4300m<br />
| 1000m<br />
| rowspan="4" | 10s<br />
| rowspan="2" Data-sort-value="700" | 4 x 175<br />
| rowspan="4" | Missile<br />
| rowspan="2" Data-sort-value="468" | 4 x 117<br />
| rowspan="4" | Missile<br />
| rowspan="2" | 9.5m / 50m<br />
| rowspan="4" | 7<br />
| rowspan="2" | 131<br />
| rowspan="4" | 150<br />
| rowspan="4" | 240<br />
| rowspan="2" | 32<br />
| rowspan="4" | 1000<br />
|-<br />
<br />
! data-sort-value="2" style="padding-left:3px; padding-right:3px"| '''Clan Arrow IV'''<br />
| 1200m<br />
|-<br />
<br />
! data-sort-value="3" | '''Arrow IV Cluster'''<br />
| 1000m<br />
| rowspan="2" Data-sort-value="704" | 8 x 88<br />
| rowspan="2" Data-sort-value="472" | 8 x 59<br />
| rowspan="2" | 9.5m / 40m<br />
| rowspan="2" | 132<br />
| rowspan="2" | 64<br />
|-<br />
<br />
! data-sort-value="4" style="padding-left:3px; padding-right:3px"| '''Clan Arrow IV Cluster'''<br />
| 1200m<br />
|-<br />
<br />
|}<br />
</div><br />
{{Version tag | Width = 1700px | Version149=0.14.9}}<br />
<br />
==Gameplay & Hints==<br />
[[File:Arrow4.jpg|thumb|200px|[[Cougar]] about to get hit by 2 Arrows]]<br />
*ArrowIVs have a very, very long lock on time. Even longer when targeting something with [[GECM]]. It is recommended to [[Crouch/Deploy|crouch]] or [[Crouch/Deploy|deploy]] to reduce the lock on time.<br />
<br />
*Thanks to the missile's large splash effect, a salvo of A4s can easily reduce all of a Mech's components to "yellow" status. <br />
<br />
*Because of it's very characteristic damage spread, the A4 user cannot concentrate it's firepower on a single part, and instead, the A4 user is forced to burn through all of the target's armor.<br />
<br />
*One way to use ArrowIVs is to have a friendly unit designate targets using a [[NARC]] or [[TAG]] while the ArrowIV unit shoots the missiles from other location -- while the ArrowIV can only achieve a lock out to 1000m, it's long flight time allows it to travel from one base to another, allowing the A4 user to stay well behind the front lines.<br />
<br />
*Missiles can be also be dumb-fired (that is, fired without lock) towards stationary units from beyond the A4's lock-on range, allowing an easy hit without triggering the target's missile lock warning. When dumb-fired, ArrowsIV's have an effective range of almost 4000 meters, and will travel to a point directly over the targeting reticule, before descending at a steep point and landing almost exactly where they're aimed. However, the missiles' smoke trail is highly visible, which may give the target ample warning to take evasive action.<br />
<br />
*Another more niche way to use ArrowIV is to scare off Aeros or VTOLs, with the missile lock warning forcing the enemy to involve in multiple dodge maneuvers for quite some time, thanks to the missiles' ability to approach a target up to three times. For this tactic it's best to fire the two missiles with few seconds delay between each, lengthening the time enemy will be threatened by the missiles, and increasing the hit probability. However, as with [[LRM]]s, an air unit is only likely to be struck by missiles if it takes no evasive action; in this case, the missiles serve as a distraction, making both offense and fleeing more difficult for the targeted unit, and perhaps giving friendly [[AA]] more time to shoot it down.<br />
<br />
*ArrowIV salvos are impossible for a single [[AMS]] system to destroy<br />
<br />
{{Clear}}<br />
<br />
==Canon==<br />
[[File:Arrow_IV_Artillery.png|thumb|200px]]<br />
The Arrow IV is a stand-alone, missile based, artillery system, designed to augment conventional systems such as the Long Tom and the Sniper. It was first introduced by the Terran Hegemony in 2600 and became a staple of the Star League Defense Force. Although the technology to create Arrow IVs was lost during the Star League's collapse, it was recovered by Capellan Confederation engineers in 3044 working off of surviving examples and the Helm Memory Core.<br />
<br />
[http://www.sarna.net/wiki/Arrow_IV_Artillery BattleTech reference]<br />
<br />
{{Clear}}<br />
==Usage==<br />
The following assets equip Arrow IVs:<br />
<br />
<div style="overflow-x: auto; margin-right:auto; margin-left:auto; margin-top: 20px; margin-bottom: 0px; max-height: 500px; max-width:560px"><br />
{| class= "filterable sortable hoverTable statTable stickyCol stickyHead"<br />
|- style="height:70px;"<br />
! class="unfilterable" style="width: 150px; left:0; z-index:99999" | '''Asset'''<br />
! class="unsortable" style="white-space:nowrap; width:90px" | '''Type''' <!-- filter instead of sorting--><br />
! class="unsortable" style="white-space:nowrap; width:90px" | '''Faction''' <!-- filter instead of sorting--><br />
! class="unfilterable" data-sort-type="number" style="width: 60px;" |'''Tons'''<br />
! class="unfilterable" data-sort-type="number" style="width: 50px;" |'''ArrowIV'''<br />
|-<br />
![[Catapult|Catapult C ]]<br />
||Mech||IS||65||2<br />
|-<br />
![[Thanatos|Thanatos B ]]<br />
||Mech||IS||75||1<br />
|-<br />
![[MadCatMKII|MadCatMKII C ]]<br />
||Mech||CL||90||2<br />
|-<br />
![[Daishi|Daishi C ]]<br />
||Mech||CL||100||1<br />
|-<br />
![[Regulator|Regulator G ]]<br />
||Vehicle||IS||45||1<br />
|-<br />
![[Shoden|Shoden A]]<br />
||Vehicle||CL||70||1<br />
|-<br />
![[Huitzilopochtli|Huitzilopochtli Prime ]]<br />
||Vehicle||CL||85||2<br />
|-<br />
![[Huitzilopochtli|Huitzilopochtli A ]]<br />
||Vehicle||CL||85||2<br />
|-<br />
![[Huitzilopochtli|Huitzilopochtli C ]]<br />
||Vehicle||CL||85||2<br />
|-<br />
![[Huitzilopochtli|Huitzilopochtli D ]]<br />
||Vehicle||CL||85||1<br />
|-<br />
![[Huitzilopochtli|Huitzilopochtli G ]]<br />
||Vehicle||CL||85||1<br />
|-<br />
![[Mars|Mars C ]]<br />
||Vehicle||CL||100||3<br />
|-<br />
|}<br />
</div><br />
{{Version tag | Width = 550px | Version149=0.14.9}}<br />
<br />
<br />
----<br />
<br />
<br />
{{Navbox Weapons}}<br />
[[Category:Lists]]<br />
[[Category:Missile weapons]]</div>Sabristhttps://wiki.mechlivinglegends.net/index.php?title=Shoden&diff=13181Shoden2022-04-25T15:47:45Z<p>Sabrist: </p>
<hr />
<div>{{Vehicle|<br />
| Image = File:Shoden.png<br />
| ImageGif = File:Shoden_spin.gif<br />
| Class = Tank<br />
| Faction = Clan<br />
| Tickets = 8<br />
| Tier = 11<br />
| Tonnage = 70<br />
| Speed = 83<br />
| Rotation = 360<br />
| Pitch = -10° to +80°<br />
<br />
| Price Prime = 76 500<br />
| ArmorT Prime = 44 240<br />
| Engine Prime = Fusion 260<br />
| Weapons Prime = <ul><br />
<li>3x [[ATM9#Standard|ATM9 (STD)]]<br />
</ul><br />
| Equip Prime = <ul><br />
<li>[[EOptics]]<br />
<li>1 [[LAMS]]<br />
<li>1 [[PDS]]<br />
<li>4 [[HS]]<br />
<li>3 [[free tons]]<br />
<li>10.5t [[Armor]]<br />
</ul><br />
<br />
| Price A = 76 000<br />
| ArmorT A = 42 400<br />
| Engine A = Fusion 260<br />
| Weapons A = <ul><br />
<li>1x [[ArrowIV|CArrowIV-C]]<br />
<li>3x [[CLRM10]]<br />
</ul><br />
| Equip A = <ul><br />
<li>[[EOptics]]<br />
<li>1 [[PDS]]<br />
<li>5 [[HS]]<br />
<li>1 [[free ton]]<br />
<li>10t [[Armor]]<br />
</ul><br />
<br />
| Price B = 73 000<br />
| ArmorT B = 38 720<br />
| Engine B = Fusion 260<br />
| Weapons B = <ul><br />
<li>4x [[CUAC2]]<br />
<li>2x [[CERLL]]<br />
</ul><br />
| Equip B = <ul><br />
<li>[[EOptics]]<br />
<li>1 [[PDS]]<br />
<li>3 [[HS]]<br />
<li>4 [[free tons]]<br />
<li>9t [[Armor]]<br />
</ul><br />
<br />
| Price C = 77 400<br />
| ArmorT C = 42 400<br />
| Engine C = Fusion 260<br />
| Weapons C = <ul><br />
<li>2x [[LBX5]]<br />
<li>4x [[CMPL]]<br />
</ul><br />
| Equip C = <ul><br />
<li>[[EOptics]]<br />
<li>1 [[GECM]]<br />
<li>1 [[PDS]]<br />
<li>9 [[HS]]<br />
<li>0 [[free tons]]<br />
<li>10t [[Armor]]<br />
</ul><br />
<br />
| Price D = 83 400<br />
| ArmorT D = 42 400<br />
| Engine D = Fusion 260<br />
| Weapons D = <ul><br />
<li>1x [[CGauss]]<br />
<li>1x [[ATM9#High Explosive|ATM9 (HE)]]<br />
<li>2x [[HML]]<br />
<li>2x [[CERSL]]<br />
</ul><br />
| Equip D = <ul><br />
<li>[[EOptics]]<br />
<li>1 [[PDS]]<br />
<li>5 [[HS]]<br />
<li>1 [[free ton]]<br />
<li>10t [[Armor]]<br />
</ul><br />
<br />
| Price E = 86 400<br />
| ArmorT E = 42 400<br />
| Engine E = Fusion 260<br />
| Weapons E = <ul><br />
<li>1x [[HAG30]]<br />
<li>2x [[CDSSRM4]]<br />
</ul><br />
| Equip E = <ul><br />
<li>[[EOptics]]<br />
<li>1 [[PDS]]<br />
<li>3 [[HS]]<br />
<li>4 [[free tons]]<br />
<li>10t [[Armor]]<br />
</ul><br />
<br />
| Price F = 80 600<br />
| ArmorT F = 42 400<br />
| Engine F = Fusion 260<br />
| Weapons F = <ul><br />
<li>1x [[ERPPC]]<br />
<li>2x [[CUAC5]]<br />
<li>3x [[CERML]]<br />
</ul><br />
| Equip F = <ul><br />
<li>[[EOptics]]<br />
<li>1 [[PDS]]<br />
<li>6 [[HS]]<br />
<li>0 [[free tons]]<br />
<li>10t [[Armor]]<br />
</ul><br />
<br />
| Price G = 87 850<br />
| ArmorT G = 44 240<br />
| Engine G = Fusion 260<br />
| Weapons G = <ul><br />
<li>1x [[CUAC20]]<br />
<li>2x [[CDSRM4]]<br />
<li>3x [[Flamer]]<br />
</ul><br />
| Equip G = <ul><br />
<li>[[EOptics]]<br />
<li>2 [[PDS]]<br />
<li>5 [[HS]]<br />
<li>3 [[free tons]]<br />
<li>10.5t [[Armor]]<br />
</ul><br />
<br />
| Hull = 5600<br />
| Armor T = 10453<br />
| Armor F = 8400<br />
| Armor S = 7560<br />
| Armor B = 4667<br />
<br />
| Version150 = 0.15.0<br />
}}<br />
The '''Shoden''' is a [[Clan]] wheeled heavy [[tank]]. Somewhat faster than the Clan [[Oro]], the Shoden is a faster and slightly better armored counterpart to the [[IS]] [[Rommel]] tank. Although the Shoden isn't as proficient at [[anti-aircraft]] duties as the [[Huit]], its impressive 80° pitch makes it a superb choice for aiming up at targets above it. The Shoden's fast turning main turret is positioned quite high, making it able to shoot over rocks and small hills while protecting it's bulky chassis. Unfortunately this also makes aiming down at targets lower than the Shoden much more difficult despite it's generous -10° turret depression. While other tanks with tall chassis, like the [[Mars]] or [[Morrigu]] are more suseptible to [[BA]] getting in too close to shoot at, the Shoden's drive speed makes this impossible except in close, difficult to maneuver areas.<br />
<br />
<br />
==Roles and Gameplay Hints==<br />
===Prime===<br />
The Shoden Prime is a high risk, high reward-type [[asset]]. It gambles on a deadly array of three [[ATM9]]s, all of which are susceptible to a 120m [[minimum range]]. This makes the Prime a sitting duck when confronted with anything inside that range that goes faster than 60 kph. When faced with such a situation, the Prime's pilot must decide between [[ramming]] the enemy to help allies land their shots or running away and hoping to get outside of 140m. ATM9s do have a somewhat long [[lock on]] time. Players are advised to [[deploy]] the Prime to improve this, especially against [[aircraft]]; make sure to fire at them as they recede, not as they approach. With only one type of weapon, the Prime can dedicate one mouse button to [[chain fire]] and another to [[group fire]]. Heat isn't much of an issue and three [[spare tons]] of ammo keep the Prime well supplied.<br />
<br />
===Variant A - ''"Harvester"''===<br />
The Harvester is a totally loaded [[boat|missile boat]] capable of laying down withering fire with its four missile launchers, including a [[ArrowIV|cArrowIV]]. In close combat, though, the Harvester is virtually defenseless, as it has to rely on a single [[PDS]] and a trio of [[cLRM10]]s. The LRM10s, while amazing at range, are difficult to use up close. Although the Shoden has an easier time acquiring its own targets than most tanks (thanks to its high-mounted turret), the Harvester works far better when aided by [[TAG]] or [[NARC]]. The Harvester performs best on flat maps like [[TC_Harvest|Harvest]] (for which it is named), and on maps with long sight lines like [[TC_ValleyForge|Valley Forge]]. When aided by NARC and TAG, the Harvester is capable of operating as an [[indirect fire]] support tank.<br />
<br />
===Variant B===<br />
The Shoden B is much like an improved version of the [[Ares#Variant A| Ares A]]. Like the Ares, the Shoden is able to use its four high-mounted [[cUAC2]]s to carefully peek over hills, avoiding exposing the rest of the B's chassis. Whereas the Ares' backup weapons are medium range, the Shoden B has long range weapons in the form of two [[cERLL]]s. Besides up-tonned [[armor]], the B also benefits from four free tons of ammo to keep its cUAC2s firing. The be B does have 10% less armor than other Shodens and should be played more conservatively as a result. Similarly to the Ares A, the Shoden B runs hot when firing all of its weapons. Players are advised to [[chain fire]] the [[cERLL]]s, after the initially volley, to improve [[heat]] dissipation.<br />
<br />
===Variant C===<br />
The Shoden C can operate as a stealthy ambush predator. Utilizing its [[GECM]], the C can hunt for [[radar|radar contacts]] without being detected as easily. Its high-mounted turret allows it to peek over hills in search of prey without much exposure and allows it to take pot shots with its two [[cLBX5]]s, which, by virtue of their shotgun-like spread, are difficult for enemies to source. Once the C makes its way into medium range, it can wither away enemy [[armor]] with four [[cMPL]]s. The C has no spare tons of ammo and doesn't need them making it an excellent choice for protracted missions where resupplies are rare.<br />
<br />
===Variant D===<br />
The Shoden D is armed with a [[cGauss]], meaning it doesn't suffer from the spread the E experiences while [[sniping]]. The D's [[Advanced_Tactical_Missiles#High_Explosive|ATM9 (HE)]] unfortunately doesn't provide as much control over the [[screen shake]] as the E offers. That said, the D is much better at dealing [[pinpoint damage]], in no small part thanks to its pair of [[HML]]s and [[cERSL]]s.<br />
<br />
===Variant E===<br />
The Shoden E is capable of filling multiple roles on the battlefield. Its single [[HAG30]] provides extreme range, and the fact that the Shoden's turret is rather high means that it the E can almost [[poptart]] like a mech. The E has amazing close combat potential as the HAG30 can be used quite effectively up close and a pair of [[DSSRM4]]s, when [[chain fire|chain fired]], can cause sustained [[screen shake]]. The DSSRM4s have more than enough [[DPS]] to make the the E a solid and flexible brawler.<br />
<br />
===Variant F===<br />
The Shoden F focuses nearly all of its weaponry on medium range. This makes the F an excellent high damage [[MWLL_Players_Slang_Guide#Generic_Slang|poker]] and [[skirmisher]]. Unfortunately, to access all of the F's [[DPS]], players may find themselves exposing it too much. To avoid this, once the [[cERPPC]] has been fired, the three [[cERML]]s have been fired twice, and the two [[cUAC5]]s have been [[overheat|overheated]], players should take cover. If an enemy starts to run away, remember that cERPPCs have substantial [[splash damage]] and can be used to secure the kill with one last shot. As for [[sniper|sniping]], the F has some ability, with it's cERPPC, but otherwise falls short of this role.<br />
<br />
===Variant G - ''"Gowron"''===<br />
The Gowron is a close combat monster of a tank. Its three [[Flamers]] can obscure an enemy's vision and overload their [[heat sink]]s while the [[UAC20]] and two [[DSRM4]]s make short work of their armor. The Gowron is especially good against slower moving targets as the SRMs can inflict more pinpoint damage. Players driving the Gowron are advised to use its sizeable chassis and considerable speed to [[zero-throttle]] isolated enemies to ensure the SRMs can be aimed with greater precision. Enemy [[BA]] will find it difficult to approach the Gowron due to its flamers and two [[PDS]].<br />
<br />
== Canon ==<br />
Clan Nova Cat’s Shoden assault heavy vehicle appeared quite unexpectedly after the first Dominion-Combine War of 3062-3063, when the wheeled missile transport first rolled off the assembly lines at the newly completed Barcella Beta factory on Irece. With a triple-rack of advanced tactical missiles and a quartet of machine guns, plus the armor to withstand serious punishment, the Shoden excelled in both defensive and assault operations. Khan Santin West realized that his Clan must attempt to further adopt some Inner Sphere style combat tactics if the Nova Cats were to survive, particularly that of combined units.<br />
<br />
Date Introduced 3068 during the Era known as "Jihad" (3068 - 3085) - Unit Role: Combat Vehicle - Wheeled Brawler<br />
<br />
[https://www.sarna.net/wiki/Shoden BattleTech Reference]<br />
<br />
{{Clear}}<br />
<br />
{{Template:Navbox Assets Clan}}</div>Sabristhttps://wiki.mechlivinglegends.net/index.php?title=Madcat_MKII&diff=13180Madcat MKII2022-04-25T15:46:31Z<p>Sabrist: </p>
<hr />
<div>{{Mech|<br />
| Image = File:MKII.png<br />
| ImageGif = File:Madcat_MKII_spin.gif<br />
| Class = Assault<br />
| Faction = Clan<br />
| Tickets = 14<br />
| Tier = 15<br />
| Tonnage = 90<br />
| Speed = 64<br />
| Rotation = 90<br />
| PitchStand = -25° to +40°<br />
| PitchCrouch = -25° to +50°<br />
<br />
| Price Prime = 122 900<br />
| ArmorT Prime = 76 984<br />
| Engine Prime = Type 79 360 Fusion XL<br />
| Weapons Prime = <ul><br />
<li>2x [[CGauss]]<br />
<li>2x [[CLRM10]]<br />
<li>2x [[CERML]]<br />
<li>2x [[CERSL]]<br />
</ul><br />
| Equip Prime = <ul><br />
<li>[[EOptics]]<br />
<li>[[JJ]]<br />
<li>3 [[DHS]]<br />
<li>2 [[free tons]]<br />
<li>16t [[Armor]]<br />
</ul><br />
<br />
| Price A = 117 600<br />
| ArmorT A = 76 984<br />
| Engine A = Type 79 360 Fusion XL<br />
| Weapons A = <ul><br />
<li>4x [[CERSL]]<br />
<li>2x [[CLBX20]]<br />
<li>2x [[ATM6#High Explosive|ATM6 (HE)]]<br />
</ul><br />
| Equip A = <ul><br />
<li>[[iJJ]]<br />
<li>4 [[DHS]]<br />
<li>0 [[free tons]]<br />
<li>16t [[Armor]]<br />
</ul><br />
<br />
| Price B = 113 800<br />
| ArmorT B = 76 984<br />
| Engine B = Type 79 360 Fusion XL<br />
| Weapons B = <ul><br />
<li>2x [[CUAC20]]<br />
<li>2x [[CSRM6]]<br />
<li>1x [[B-Pod]]<br />
</ul><br />
| Equip B = <ul><br />
<li>[[iJJ]]<br />
<li>4 [[DHS]]<br />
<li>2 [[free tons]]<br />
<li>16t [[Armor]]<br />
</ul><br />
<br />
| Price C = 115 000<br />
| ArmorT C = 76 984<br />
| Engine C = Type 79 360 Fusion XL<br />
| Weapons C = <ul><br />
<li>4x [[MG]]<br />
<li>2x [[ArrowIV|CArrowIV]]<br />
<li>2x [[CERLL]]<br />
</ul><br />
| Equip C = <ul><br />
<li>[[JJ]]<br />
<li>6 [[DHS]]<br />
<li>4 [[free tons]]<br />
<li>16t [[Armor]]<br />
</ul><br />
<br />
| Price D = 117 700<br />
| ArmorT D = 76 984<br />
| Engine D = Type 79 360 Fusion XL<br />
| Weapons D = <ul><br />
<li>2x [[CLPL]]<br />
<li>2x [[ATM12#Standard|ATM12 (Std)]]<br />
</ul><br />
| Equip D = <ul><br />
<li>[[EOptics]]<br />
<li>[[iJJ]]<br />
<li>[[BHP]]<br />
<li>8 [[DHS]]<br />
<li>2 [[free tons]]<br />
<li>16t [[Armor]]<br />
</ul><br />
<br />
| Price E = 105 900<br />
| ArmorT E = 76 984<br />
| Engine E = Type 79 360 Fusion XL<br />
| Weapons E = <ul><br />
<li>4x [[CUAC5]]<br />
<li>4x [[MG]]<br />
<li>2x [[ATM9#Standard|ATM9 (Std)]]<br />
<li>1x [[B-Pod]]<br />
</ul><br />
| Equip E = <ul><br />
<li>[[EOptics]]<br />
<li>2 [[DHS]]<br />
<li>4 [[free tons]]<br />
<li>16t [[Armor]]<br />
</ul><br />
<br />
| Price F = 130 900<br />
| ArmorT F = 82 643<br />
| Engine F = Type 79 360 Fusion XL<br />
| Weapons F = <ul><br />
<li>4x [[MG]]<br />
<li>2x [[CERPPC]]<br />
<li>2x [[ATM9#Extended Range|ATM9 (ER)]]<br />
</ul><br />
| Equip F = <ul><br />
<li>[[EOptics]]<br />
<li>[[JJ]]<br />
<li>[[GECM]]<br />
<li>[[C3]]<br />
<li>12 [[DHS]]<br />
<li>2 [[free tons]]<br />
<li>17t [[Armor]]<br />
</ul><br />
<br />
| Price G = 120 100<br />
| ArmorT G = 76 984<br />
| Engine G = Type 79 360 Fusion XL<br />
| Weapons G = <ul><br />
<li>2x [[HML]]<br />
<li>2x [[HSL]]<br />
<li>2x [[CLRM10]]<br />
<li>2x [[HAG20]]<br />
</ul><br />
| Equip G = <ul><br />
<li>[[EOptics]]<br />
<li>[[JJ]]<br />
<li>4 [[DHS]]<br />
<li>4 [[free tons]]<br />
<li>16t [[Armor]]<br />
</ul><br />
<br />
| Pods = Both<br />
| Armor H = 2760<br />
| Armor LRT = 6434<br />
| Armor CT = 11879<br />
| Armor B = 5939<br />
| Armor LE = 3960<br />
| Armor RE = 3960<br />
| Armor LRA = 5692<br />
| Armor INT = 4544<br />
| Armor LRL = 7573<br />
<br />
| Version142 = 0.14.2<br />
}}<br />
<br />
The '''Madcat MKII''' is a well-armored [[Clan]] [[Assault Mech]] with [[Jump Jets]].<br />
<br />
The MKII has a limited field of view - the large cockpit will partially obstruct your aim when looking down. Combined with the MKII's low max torso [[twist]] angle, it can be very vulnerable to [[Battle Armor]]. The MkII is among the fastest Assault Mechs on the field, boasting a top speed of 64 kph, and is one of two Clan Assault Class Mechs with Jump Jets, which provide it surprising maneuverability for its size and firepower. Its armor, while tough, is insufficient for extended brawling.<br />
<br />
<br />
==Roles and Gameplay Hints==<br />
<br />
===Prime===<br />
The Mad Cat MkII Prime is one of the most versatile and deadly Assault Mechs available to the Clans. Its Primary weapons are a pair of [[CGauss]], able to strike out to 900 meters with precision and devastating firepower. Backing up this lethal pair are two [[CLRM10]], solidifying this Mech as a long-range skirmishing tool. It is, however, also fitted with two [[CERML]] and two [[CERSL]], giving it teeth for close range and some capability once out of ammo. Take advantage of this variant's speed and [[Jump Jets]] to strike from unexpected directions, and keep your foes at arms reach if possible. When facing one, it is likely to be in a sniping position far from the front, so sneaking up on one is the most successful strategy. Its primary firepower is in the arms, so if in doubt, remove its guns! Unlike the Canon variant, it also packs 2 spare tons of ammo to provide some endurance on the field.<br />
<br />
===Variant A - ''"Beat Stick"''===<br />
<!--<br />
|[[[File:Beatstick.jpg|thumb|left|The Beat Stick]]]<br />
--><br />
The famous '''''"Beat Stick"''''' is one of best close-range units available. Mounting, among other weapons, a pair of [[CLBX20]]s, it has enough firepower to heavily damage nearly any unit below 300 meters in a single salvo. In addition to these two massive guns, the A variant also mounts four ER Small Lasers, and two HE ATM-6s. All weapons combined, the MkII A variant is capable of unleashing crippling damage. However, this Mech is slower than most Mechs of lower weight, which makes closing with a target a difficult task. It's also not equipped with any electronic equipment, nor does it allow for additional ammunition, making the A variant highly dependent on teammates for both target information and ammunition. The inclusion of Improved [[Jump Jets]], however, significantly enhances mobility, especially in urban environments.<br />
<br />
===Variant B===<br />
This variant's simple loadout of two [[UAC20]] and two [[SRM6]] can unleash ''terrifying'' amounts of damage, obliterating anything that falls within 350m of your menacing presence. The (relatively) high mobility of the MKII chassis shines especially bright in this loadout, where you can always position yourself to be right where your enemies want you least- and have a fighting chance to slip away if you're caught out of position. Where its cousin ''"The Beatstick"'' boasts slightly higher damage numbers than the MKII B; the MKII B can operate without ever having to go [[radar|radar active]], and has all of its damage packed into two weapons, instead of having to manage three different ranges and reload times. The MKII B will suffer more if caught out of position, though- with an effective range of ~350m, and movespeed of 64kph; ''everything'' you face will have either a range or movespeed advantage over you- and ''will'' move to capitalize on it. Its up to a skilled pilot to use its [[Jump Jets|iJJ]] to trap your enemies within an 'event horizon' of this monster, and if successful- erase that sorry 'mech from the galaxy.<br />
<br />
===Variant C===<br />
The C variant is geared towards long- and extreme-range fire support, equipped with two [[CERLL]]s and two [[ArrowIV]] [[Missiles|Missile]] launchers. It is capable of dealing high damage at very long ranges and is also equipped with Jump Jets, which allow it some mobility and enable the use of [[Gameplay Tactics#Poptarting|poptarting]] tactics. Four Machine Guns provide some protection from [[Battle Armor]] or etching away at armor. Four extra tons allow this variant to maintain considerable ammo-independence. The MkII C's most glaring weakness, however, is that its main weapons generate a lot of heat and have long [[refire rate|refire rates]], making it highly ill-suited for short- to medium-range engagements. In addition to this, the MkII C cannot deal Alpha Strikes, at least not without inflicting significant damage to itself. When attacking a MkII C, it is well-advised to stay at range while moving behind cover, and then sneaking up to engage it at close range where it is nearly incapable of defending itself.<br />
<br />
===Variant D===<br />
A medium- to long-range brawler and support 'Mech, the D variant of the MKII trades out the pair of Gauss Rifles for a pair of [[CLPL|Clan ER Large Lasers]], somewhat lessening the Mech's ammo-dependence. Though the two ER Large Lasers are excellent for long-range poking, the main firepower of this variant comes from two Standard [[ATM12]]s, which are most effective at medium or intermediate range. Feeding these two rather ammo-hungry missile systems are an extra [[free tons|2 tons of ammunition]], giving the MkII D a little more battlefield endurance. Equipt with [[BHP|Bloodhound Active Probe]] which increases standard Radar detection range by 400m, [[iJJ|Improved Jump Jets]] and 8 [[DHS]], makes the D a very formidable foe on the battlefield.<br />
<br />
===Variant E - ''"Siege Engine"''===<br />
Known as the '''''"Siege Engine"''''', this behemoth can inflict heavy damage from around 800 meters. The four [[CUAC5]]s can pick apart any component a pilot sets their eyes on. A pair of ATM9s provides considerable damage at intermediate and medium ranges. However, the [[minimum range]] of these systems should be noted as anything inside that range will reduce this variant's maximum effectiveness. For enemies that close this range, four Machine Guns offer protection from [[Battle Armor]], along with its [[B-Pod]], or to finish off your opponent, putting them out of their misery. Though the lack of Jump Jets means the MkII E is not nearly as mobile as most other MkII variants, its four tons of extra ammunition allow it significant battlefield endurance.<br />
<br />
===Variant F===<br />
A rather odd variant for a MkII base, the MkII F carries a wide array of weaponry, and is the only variant to mount any specialized electronics equipment. This equipment is the [[GECM]], which allows the Mech to engage in long- to medium-range attacks without being easily noticed. [[C3]] for distributing key information to teammates in range. [[EOptics]] for precision and long-distance aiming. At 1250m lock on to your victim, release a barrage of missiles to rain down on them. As they cross into 900 meter range open up with two [[CERPPC]] and at anytime let loose the four [[MG]],s.<br />
Twelve [[DHS]] for heat dissipation, Two [[Free tons | Free tons]] supply the ATM9(ER) and 1 extra ton of Armor for staying power. Don't be bashful about letting your opponent know who's in charge.<br />
<br />
Note: This asset has both C3 and GECM, meaning there is no benefit to using [[Radar#Passive Radar|passive radar]].<br />
<br />
===Variant G===<br />
Geared for long-range strikes, the MkII G can be a heavy hitter when its guns come into play. These guns include a twin [[HAG20 | Hyper-Assault Gauss 20]], and a pair of [[CLRM10|Clan LRM10]]s. The twin [[HAG20]]s are especially lethal when used in precision strikes, as the combination can easily shred through individual components on most light and medium assets. The two LRM10s offer long-range striking power, and can even be used in brawling at closer ranges due to the Clan LRMs having almost no [[minimum range]]. <br />
The inclusion of [[JJ | Jump Jets]] and an 4 [[Free tons | extra tons]] for ammunition - idealy for the [[HAG20]] - offer this variant some degree of maneuverability and endurance. Despite the high amounts of damage the MkII G can dish out at long range, its greatest weakness is the insufficient amount of [[DHS]] when G gets into a brawl, since 2 [[cHML]]s and 2 [[cHSL]]s generates a lot of heat.<br />
<br />
<br />
==Canon==<br />
The Mad Cat Mk II was in development for fifteen months by the time production began in 3061. The sole rationale for the Mad Cat Mk II was to increase profits for Clan Diamond Shark after war with the Inner Sphere in the 3050s. Designed to be sold to fellow Clans - and later sold to the Inner Sphere - this rebuild of the iconic Timber Wolf OmniMech carries thirteen tons of Ferro-Fibrous armor while being one of most nimble BattleMechs of its class, and still packs serious weaponry. The standard variant sports two Gauss Rifles and two LRM10s, which make for devastating long-range assaults, while four ER Medium Lasers provide adequate support at medium to short ranges. Other variants range from simple, unified long-range configurations, to more radical intermediate range monstrosities. On a limited basis, Clan Diamond Shark sold unmodified Mad Cat Mk IIs to a few Inner Sphere factions - most notably the Draconis Combine and Federated Commonwealth, and the Lyran Alliance would also buy an unknown amount.<br />
<br />
Date Introduced 3062 during the Era known as "Civil War" (3062 - 3067) - Unit Role: Brawler<br />
<br />
[http://www.sarna.net/wiki/Mad_Cat_Mk_II BattleTech Reference]<br />
<br />
{{Template:Navbox Assets Clan}}</div>Sabristhttps://wiki.mechlivinglegends.net/index.php?title=Mars&diff=13179Mars2022-04-25T15:39:14Z<p>Sabrist: </p>
<hr />
<div>{{Vehicle|<br />
| Image = File:Mars.png<br />
| ImageGif = File:Mars_spin.gif<br />
| Class = Tank<br />
| Faction = Clan<br />
| Tickets = 13<br />
| Tier = 14<br />
| Tonnage = 100<br />
| Speed = 34<br />
| BoostSpeed = 36<br />
| Rotation = 360<br />
| Pitch = -8° to +55°<br />
<br />
| Price Prime = 136 900<br />
| ArmorT Prime = 67 116<br />
| Engine Prime = XL<br />
| AltSpeed Prime = 48<br />
| AltBoost Prime = 55<br />
| Weapons Prime = <ul><br />
<li>1x [[CGauss]]<br />
<li>1x [[CLBX10]]<br />
<li>1x [[CERLL]]<br />
<li>3x [[CLRM15]]<br />
<li>1x [[CDSSRM4]]<br />
</ul><br />
| Equip Prime = <ul><br />
<li>[[EOptics]]<br />
<li>[[GECM]]<br />
<li>1 [[LAMS]]<br />
<li>2 [[AutoFlamer]]<br />
<li>3 [[PDS]]<br />
<li>7 [[HS]]<br />
<li>5 [[free tons]]<br />
<li>16t [[Armor]]<br />
</ul><br />
<br />
| Price A = 122 400<br />
| ArmorT A = 67 116<br />
| Engine A = Fusion 200<br />
| Weapons A = <ul><br />
<li>1x [[CLBX10]]<br />
<li>3x [[CERML]]<br />
<li>2x [[CERSL]]<br />
<li>3x [[ATM|ATM12 (Std)]]<br />
<li>1x [[NARC]]<br />
</ul><br />
| Equip A = <ul><br />
<li>[[EOptics]]<br />
<li>[[GECM]]<br />
<li>[[C3|C3 Master]]<br />
<li>1 [[LAMS]]<br />
<li>2 [[AutoFlamer]]<br />
<li>2 [[PDS]]<br />
<li>9 [[HS]]<br />
<li>3 [[free tons]]<br />
<li>16t [[Armor]]<br />
</ul><br />
<br />
| Price B = 140 400<br />
| ArmorT B = 67 116<br />
| Engine B = XL<br />
| AltSpeed B = 48<br />
| AltBoost B = 55<br />
| Weapons B = <ul><br />
<li>1x [[CLBX20]]<br />
<li>3x [[ATM|ATM12 (HE)]]<br />
<li>2x [[CMPL]]<br />
<li>2x [[CERSL]]<br />
</ul><br />
| Equip B = <ul><br />
<li>[[EOptics]]<br />
<li>[[GECM]]<br />
<li>1 [[LAMS]]<br />
<li>2 [[AutoFlamer]]<br />
<li>2 [[PDS]]<br />
<li>14 [[HS]]<br />
<li>1 [[free ton]]<br />
<li>16t [[Armor]]<br />
</ul><br />
<br />
| Price C = 115 100<br />
| ArmorT C = 63 436<br />
| Engine C = Fusion 200<br />
| Weapons C = <ul><br />
<li>2x [[CUAC2]]<br />
<li>2x [[CERML]]<br />
<li>3x [[ArrowIV|CArrowIV]]<br />
<li>1x [[TAG]]<br />
</ul><br />
| Equip C = <ul><br />
<li>[[EOptics]]<br />
<li>1 [[LAMS]]<br />
<li>2 [[AutoFlamer]]<br />
<li>2 [[PDS]]<br />
<li>8 [[HS]]<br />
<li>6 [[free tons]]<br />
<li>15t [[Armor]]<br />
</ul><br />
<br />
| Price D = 125 800<br />
| ArmorT D = 67 116<br />
| Engine D = Fusion 200<br />
| Weapons D = <ul><br />
<li>1x [[HAG40]]<br />
<li>1x [[HAG20]]<br />
<li>4x [[MG]]<br />
<li>1x [[CERML]]<br />
<li>3x [[ATM|ATM9 (ER)]]<br />
</ul><br />
| Equip D = <ul><br />
<li>[[EOptics]]<br />
<li>[[AECM]]<br />
<li>1 [[LAMS]]<br />
<li>2 [[AutoFlamer]]<br />
<li>2 [[PDS]]<br />
<li>5 [[HS]]<br />
<li>5 [[free tons]]<br />
<li>16t [[Armor]]<br />
</ul><br />
<br />
| Price E = 124 000<br />
| ArmorT E = 67 116<br />
| Engine E = Fusion 200<br />
| Weapons E = <ul><br />
<li>1x [[CUAC5]]<br />
<li>1x [[CERPPC]]<br />
<li>4x [[CERSL]]<br />
<li>1x [[HML]]<br />
<li>3x [[CDSSRM6]]<br />
</ul><br />
| Equip E = <ul><br />
<li>[[EOptics]]<br />
<li>1 [[LAMS]]<br />
<li>2 [[AutoFlamer]]<br />
<li>2 [[PDS]]<br />
<li>16 [[HS]]<br />
<li>6 [[free tons]]<br />
<li>16t [[Armor]]<br />
</ul><br />
<br />
| Price F = 106 600<br />
| ArmorT F = 67 116<br />
| Engine F = Fusion 200<br />
| Weapons F = <ul><br />
<li>3x [[CLBX5]]<br />
<li>2x [[CLPL]]<br />
<li>1x [[CLRM10]]<br />
<li>2x [[CLRM15]]<br />
<li>3x [[CSRM2]]<br />
<li>1x [[CNARC]]<br />
</ul><br />
| Equip F = <ul><br />
<li>[[EOptics]]<br />
<li>1 [[LAMS]]<br />
<li>2 [[AutoFlamer]]<br />
<li>2 [[PDS]]<br />
<li>10 [[HS]]<br />
<li>3 [[free tons]]<br />
<li>16t [[Armor]]<br />
</ul><br />
<br />
| Price G = 137 000<br />
| ArmorT G = 67 116<br />
| Engine G = Fusion 200<br />
| Weapons G = <ul><br />
<li>1x [[Sniper Artillery]]<br />
<li>1x [[CUAC20]]<br />
<li>4x [[HMG]]<br />
<li>1x [[CHLL]]<br />
<li>3x [[CSSRM6]]<br />
</ul><br />
| Equip G = <ul><br />
<li>[[EOptics]]<br />
<li>1 [[LAMS]]<br />
<li>2 [[AutoFlamer]]<br />
<li>2 [[PDS]]<br />
<li>9 [[HS]]<br />
<li>5 [[free tons]]<br />
<li>16t [[Armor]]<br />
</ul><br />
<br />
| Hull = 7500<br />
| Armor F = 19440<br />
| Armor S = 10368<br />
| Armor B = 7200<br />
| Armor T = 12240<br />
<br />
| Version150 = 0.15.0<br />
}}<br />
<br />
<br />
[[Clan]] "Assault Combat Vehicle" '''Mars''' [[tank]] is one of the premier combat vehicles that the Clans field. It was designed as part of the pro-vehicle initiative from ilKhan Jerome Winson in the 2840s. A massive tank, the Mars is named after the Roman god of war. With over half its mass dedicated to weaponry, the Mars is capable of swiftly dispatching enemy units. Its slow speed necessitates the use of long-range weapons. All variants are equipped with Enhanced Optics & Laser Anti-Missile System. Defensively, they are protected by AutoFlamers & PDS. It can be a little sluggish in the turns.<br />
<br />
<br />
==Roles and Gameplay Hints==<br />
<br />
<br />
===Prime===<br />
The Prime's use of long-range weapons constitutes the [[CGauss]] & [[CERLL|CER Large Laser]], both of these weapons are mounted in the tank's turret, giving them the maximum possible field of fire. A [[CLBX10|Clan Lubalin Ballistics-X AutoCannon10]] gives it additional power. Three [[CLRM15|Clan Long Range Missles15]] add even more damage potential at range, though a ton of ammunition for each limits the amount of times they can be utilized. Defensively, it is protected by a [[CDSSRM4]], two [[AutoFlamer]]s and one [[PDS]]. 7 [[HS]] to help keep temps in check but an alpha strike is out of the question, 5 [[Free tons]] to ensure its stay in the field and [[GECM]] to mask your position.<br />
<br />
===Variant A===<br />
The Mars A is a medium range [[boat|missile boat]] and support [[asset]]. [[GECM|Guardian Electronic Countermeasures]] reduce the A's radar footprint making it able to run [[active radar]] continuously while providing [[C3|C3 Radar Sharing]] to allies. While the A has three [[free tons]] of ammo, they must all be dedicated to the A's ammo-hungry trio of [[ATM12]]s. This means that the A's [[cNARC]] must function without any extra ammo and will have to be used sparingly. The NARC allows the A to pound enemy targets with deadly barrages of [[indirect fire]]. Simply NARC the target, then fire ATMs straight up or even backwards in order to arc the missiles over hills and other intervening terrain. As backup weapons, the A comes with three [[cERML]]s, two [[cERSL]]s, and one [[cLBX10]]. Because of the A's pair of [[AutoFlamers]] and modest set of close combat weapons are insufficient to deter most mid- to late-game [[brawlers]], the A should focus on staying close to allies in case enemies come within the ATM's [[minimum range]]. The A's 9 [[heat sinks]] are hardly enough to keep it cool when firing all weapons. Players will have to choose between [[heat|overheating]], using [[coolant]], or [[chain fire|chain firing]].<br />
<br />
Note: This asset has both C3 and GECM, meaning there is no benefit to using [[passive radar]].<br />
<br />
===Variant B - ''"Tonberry"''===<br />
The B "Tonberry" like it's namesake is a close-in formidable brawler. The main gun containing Dual blistering array of [[CMPL|Clan Medium Pulse Lasers]] and the powerful hole punching [[CLBX20|Lubalin Ballistics-X AutoCannon20]]. Backing them up for close quarters is a battery of Three [[ATM12|Advanced Tactical Missile Launchers12 {HE}]] (zero minimum range) which can reduce to waste almost anything in there path. Fourteen [[HS]] to try to maintain the heat load. One [[Free tons]] for the CLBX20, [[GECM]] to allow movement undetected. Defensively, it is protected by a two [[AutoFlamer]] and one [[LAMS]].<br />
<br />
===Variant C===<br />
The C is all about enemy denial of their captured bases and demoralizing the opposing force. A battery of three [[Arrow IV|Clan ArrowIV Missiles]] are its main striking force. Assisted by [[TAG|Target Acquisition Gear]] and [[EOptics|Enhanced Optics]] a skilled pilot can lay down devastating rain of terror. Its main guns house two [[CUAC2]] assisted by two [[CERML]] for those bold enough to charge your position.<br />
Six [[Free tons]] for the Arrow IVs and eight [[HS]] to try to hold you heat in check, so be mindful of your temperature as the ArrowIV's can quickly raise it up. Defensively, it is protected by two [[AutoFlamer]]s and one [[LAMS]].<br />
<br />
===Variant D - ''"Doomtrain"''===<br />
The D is an extreme long range unit providing the cover of [[AECM|Angel ECM]] for its teammates. One [[HAG40|Hyper-Assault Gauss Rifle40]] and one [[HAG20|Hyper-Assault Gauss Rifle20]] are its main guns with a long reach of 1200m, solid kinetic damage DPS and low waste heat. A battery of three [[ATM9| Advanced Tactical Missiles9 (ER)]] can travel out to 1250m raining terror on your foe, while your own single [[LAMS]] protects you from incoming missiles. Defensively, it is protected by a four [[MG]], one [[CERML]] and two [[AutoFlamer]]. 5 [[HS]] to help keep temps in check and 5 [[Free tons]] to ensure its stay in the field.<br />
<br />
===Variant E===<br />
The E unit can Harass foes with its long reaching [[CERPPC]] & [[CUAC5]] using [[EOptics]]. Where it really shines is at the 450m mark pounding/shaking the enemy with three [[CDSSRM6|Clan Dual Streak SRMs6]], Melting armor with four [[CERSL|Clan Extended Range Small Lasers]] and one [[HML|Heavy Medium Laser]]. If leaning on the Lasers too much the 16 [[HS]] will feel the strain. Six [[Free tons|Extra Tons of Ammo]] for the CDSSRM6. Defensively, it is protected by a two [[AutoFlamer]] and one [[LAMS]].<br />
<br />
===Variant F===<br />
{{fluff}}<br />
The F main guns are geared for Long Range housing three [[CLBX5|Clan Lubalin Ballistics-X AutoCannon5]] accompanied by two [[CLPL|Clan Large Pulse Lasers]] and [[EOptics]] for targeting. This quintet can lay rapid waste to what ever crosses its path. A [[CNARC]] for marking any enemy which crosses the 700m mark. Three [[CSRM4|Clan Short-Range Missiles4]] will deter those attempting to come with-in 350m. Ten [[HS]] will provide ample use of the CLPL but a cool down after a fire fight will be necessary. Three [[Free tons|Extra Reloads]]. Defensively, it is protected by two [[AutoFlamer]]s and one [[LAMS]].<br />
<br />
===Variant G - ''"Knock Knock"''===<br />
The Mars G, Close up and Deadly. A departure from its family of long range machines as this units main gun holds the terrifying [[Sniper Artillery|Sniper Artillery Cannon]]. Its reach may only be 700m but the devastation it brings is enormous, the same massive damage and area of effect that the [[Long_Tom_Artillery|Long Tom Artillery]] has. It is accompanied by the burning [[CHLL|Clan Heavy Large Laser]]. For those who dare maintain their charge, they'll be met with three [[CSSRM6|Clan Streak SRM6]] followed by the armor pounding [[CUAC20|Ultra AutoCannon-20]] and four [[HMG|Heavy Machine Guns]]. This is a killing machine. Nine [[HS]] to handle the heat & Five [[Free tons|Spare Tons of Ammo]]. A word of caution, just don't be caught out in the open where you are out ranged. Defensively, it is protected by a two [[AutoFlamer]] and one [[LAMS]].<br />
<br />
===Pro Tip:===<br />
As with most Tanks, Turret Pitch & the angle of the vehicle relative to level ground plays a major role in your ability for a clean shot of your enemy. Terrain awareness and positioning is a talent that needs to be developed and become second nature, to be proficient in it's operation.<br />
<br />
<br />
==Canon==<br />
One of the most formidable vehicles ever built, the Mars dedicates more than half of its weight to weapons, ammunition and associated systems under the guise of Series XXXII Multitrack IWS with Artemis IV FCS Targeting and Tracking System. Popular legend attributes the design of the tank to ilKhan Wilson himself, but even if this were the case, little remains in the current version of the original configuration created more than two centuries ago. <br />
Carrying more than eleven tons of advanced-composite armor (Compound Zeta Ferro-Fibrous), the Mars can sustain multiple hits with minimal risk of penetration. A general purpose ECM unit degrades the abilities of many of the sophisticated fire-control systems an enemy force is likely to use, further reducing the chances of a successful hit. This armor protection and vast weapons array, however, has the unfortunate result of making the Mars ponderously slow and incapable of withdrawing from a fight.<br />
<br />
Notable Pilots: firestorm - MERC, Spooky - MERC<br />
<br />
Date Introduced 2842 during the Era known as "Early Succession War" - LosTech (2781 - 2900) - Unit Role: Combat Vehicle - Tracked<br />
<br />
[https://www.sarna.net/wiki/Mars_(Combat_Vehicle) BattleTech Reference]<br />
<br />
{{Template:Navbox Assets Clan}}</div>Sabristhttps://wiki.mechlivinglegends.net/index.php?title=Mars&diff=13178Mars2022-04-25T15:38:31Z<p>Sabrist: 0.15.0 XL engine update</p>
<hr />
<div>{{Vehicle|<br />
| Image = File:Mars.png<br />
| ImageGif = File:Mars_spin.gif<br />
| Class = Tank<br />
| Faction = Clan<br />
| Tickets = 13<br />
| Tier = 14<br />
| Tonnage = 100<br />
| Speed = 34<br />
| BoostSpeed = 36<br />
| Rotation = 360<br />
| Pitch = -8° to +55°<br />
<br />
| Price Prime = 136 900<br />
| ArmorT Prime = 67 116<br />
| Engine Prime = XL<br />
| AltSpeed Prime = 48<br />
| AltBoost Prime = 55<br />
| Weapons Prime = <ul><br />
<li>1x [[CGauss]]<br />
<li>1x [[CLBX10]]<br />
<li>1x [[CERLL]]<br />
<li>3x [[CLRM15]]<br />
<li>1x [[CDSSRM4]]<br />
</ul><br />
| Equip Prime = <ul><br />
<li>[[EOptics]]<br />
<li>[[GECM]]<br />
<li>1 [[LAMS]]<br />
<li>2 [[AutoFlamer]]<br />
<li>3 [[PDS]]<br />
<li>7 [[HS]]<br />
<li>5 [[free tons]]<br />
<li>16t [[Armor]]<br />
</ul><br />
<br />
| Price A = 122 400<br />
| ArmorT A = 67 116<br />
| Engine A = Fusion 200<br />
| Weapons A = <ul><br />
<li>1x [[CLBX10]]<br />
<li>3x [[CERML]]<br />
<li>2x [[CERSL]]<br />
<li>3x [[ATM|ATM12 (Std)]]<br />
<li>1x [[NARC]]<br />
</ul><br />
| Equip A = <ul><br />
<li>[[EOptics]]<br />
<li>[[GECM]]<br />
<li>[[C3|C3 Master]]<br />
<li>1 [[LAMS]]<br />
<li>2 [[AutoFlamer]]<br />
<li>2 [[PDS]]<br />
<li>9 [[HS]]<br />
<li>3 [[free tons]]<br />
<li>16t [[Armor]]<br />
</ul><br />
<br />
| Price B = 140 400<br />
| ArmorT B = 67 116<br />
| Engine B = XL<br />
| AltSpeed Prime = 50<br />
| AltBoost Prime = 56<br />
| Weapons B = <ul><br />
<li>1x [[CLBX20]]<br />
<li>3x [[ATM|ATM12 (HE)]]<br />
<li>2x [[CMPL]]<br />
<li>2x [[CERSL]]<br />
</ul><br />
| Equip B = <ul><br />
<li>[[EOptics]]<br />
<li>[[GECM]]<br />
<li>1 [[LAMS]]<br />
<li>2 [[AutoFlamer]]<br />
<li>2 [[PDS]]<br />
<li>14 [[HS]]<br />
<li>1 [[free ton]]<br />
<li>16t [[Armor]]<br />
</ul><br />
<br />
| Price C = 115 100<br />
| ArmorT C = 63 436<br />
| Engine C = Fusion 200<br />
| Weapons C = <ul><br />
<li>2x [[CUAC2]]<br />
<li>2x [[CERML]]<br />
<li>3x [[ArrowIV|CArrowIV]]<br />
<li>1x [[TAG]]<br />
</ul><br />
| Equip C = <ul><br />
<li>[[EOptics]]<br />
<li>1 [[LAMS]]<br />
<li>2 [[AutoFlamer]]<br />
<li>2 [[PDS]]<br />
<li>8 [[HS]]<br />
<li>6 [[free tons]]<br />
<li>15t [[Armor]]<br />
</ul><br />
<br />
| Price D = 125 800<br />
| ArmorT D = 67 116<br />
| Engine D = Fusion 200<br />
| Weapons D = <ul><br />
<li>1x [[HAG40]]<br />
<li>1x [[HAG20]]<br />
<li>4x [[MG]]<br />
<li>1x [[CERML]]<br />
<li>3x [[ATM|ATM9 (ER)]]<br />
</ul><br />
| Equip D = <ul><br />
<li>[[EOptics]]<br />
<li>[[AECM]]<br />
<li>1 [[LAMS]]<br />
<li>2 [[AutoFlamer]]<br />
<li>2 [[PDS]]<br />
<li>5 [[HS]]<br />
<li>5 [[free tons]]<br />
<li>16t [[Armor]]<br />
</ul><br />
<br />
| Price E = 124 000<br />
| ArmorT E = 67 116<br />
| Engine E = Fusion 200<br />
| Weapons E = <ul><br />
<li>1x [[CUAC5]]<br />
<li>1x [[CERPPC]]<br />
<li>4x [[CERSL]]<br />
<li>1x [[HML]]<br />
<li>3x [[CDSSRM6]]<br />
</ul><br />
| Equip E = <ul><br />
<li>[[EOptics]]<br />
<li>1 [[LAMS]]<br />
<li>2 [[AutoFlamer]]<br />
<li>2 [[PDS]]<br />
<li>16 [[HS]]<br />
<li>6 [[free tons]]<br />
<li>16t [[Armor]]<br />
</ul><br />
<br />
| Price F = 106 600<br />
| ArmorT F = 67 116<br />
| Engine F = Fusion 200<br />
| Weapons F = <ul><br />
<li>3x [[CLBX5]]<br />
<li>2x [[CLPL]]<br />
<li>1x [[CLRM10]]<br />
<li>2x [[CLRM15]]<br />
<li>3x [[CSRM2]]<br />
<li>1x [[CNARC]]<br />
</ul><br />
| Equip F = <ul><br />
<li>[[EOptics]]<br />
<li>1 [[LAMS]]<br />
<li>2 [[AutoFlamer]]<br />
<li>2 [[PDS]]<br />
<li>10 [[HS]]<br />
<li>3 [[free tons]]<br />
<li>16t [[Armor]]<br />
</ul><br />
<br />
| Price G = 137 000<br />
| ArmorT G = 67 116<br />
| Engine G = Fusion 200<br />
| Weapons G = <ul><br />
<li>1x [[Sniper Artillery]]<br />
<li>1x [[CUAC20]]<br />
<li>4x [[HMG]]<br />
<li>1x [[CHLL]]<br />
<li>3x [[CSSRM6]]<br />
</ul><br />
| Equip G = <ul><br />
<li>[[EOptics]]<br />
<li>1 [[LAMS]]<br />
<li>2 [[AutoFlamer]]<br />
<li>2 [[PDS]]<br />
<li>9 [[HS]]<br />
<li>5 [[free tons]]<br />
<li>16t [[Armor]]<br />
</ul><br />
<br />
| Hull = 7500<br />
| Armor F = 19440<br />
| Armor S = 10368<br />
| Armor B = 7200<br />
| Armor T = 12240<br />
<br />
| Version150 = 0.15.0<br />
}}<br />
<br />
<br />
[[Clan]] "Assault Combat Vehicle" '''Mars''' [[tank]] is one of the premier combat vehicles that the Clans field. It was designed as part of the pro-vehicle initiative from ilKhan Jerome Winson in the 2840s. A massive tank, the Mars is named after the Roman god of war. With over half its mass dedicated to weaponry, the Mars is capable of swiftly dispatching enemy units. Its slow speed necessitates the use of long-range weapons. All variants are equipped with Enhanced Optics & Laser Anti-Missile System. Defensively, they are protected by AutoFlamers & PDS. It can be a little sluggish in the turns.<br />
<br />
<br />
==Roles and Gameplay Hints==<br />
<br />
<br />
===Prime===<br />
The Prime's use of long-range weapons constitutes the [[CGauss]] & [[CERLL|CER Large Laser]], both of these weapons are mounted in the tank's turret, giving them the maximum possible field of fire. A [[CLBX10|Clan Lubalin Ballistics-X AutoCannon10]] gives it additional power. Three [[CLRM15|Clan Long Range Missles15]] add even more damage potential at range, though a ton of ammunition for each limits the amount of times they can be utilized. Defensively, it is protected by a [[CDSSRM4]], two [[AutoFlamer]]s and one [[PDS]]. 7 [[HS]] to help keep temps in check but an alpha strike is out of the question, 5 [[Free tons]] to ensure its stay in the field and [[GECM]] to mask your position.<br />
<br />
===Variant A===<br />
The Mars A is a medium range [[boat|missile boat]] and support [[asset]]. [[GECM|Guardian Electronic Countermeasures]] reduce the A's radar footprint making it able to run [[active radar]] continuously while providing [[C3|C3 Radar Sharing]] to allies. While the A has three [[free tons]] of ammo, they must all be dedicated to the A's ammo-hungry trio of [[ATM12]]s. This means that the A's [[cNARC]] must function without any extra ammo and will have to be used sparingly. The NARC allows the A to pound enemy targets with deadly barrages of [[indirect fire]]. Simply NARC the target, then fire ATMs straight up or even backwards in order to arc the missiles over hills and other intervening terrain. As backup weapons, the A comes with three [[cERML]]s, two [[cERSL]]s, and one [[cLBX10]]. Because of the A's pair of [[AutoFlamers]] and modest set of close combat weapons are insufficient to deter most mid- to late-game [[brawlers]], the A should focus on staying close to allies in case enemies come within the ATM's [[minimum range]]. The A's 9 [[heat sinks]] are hardly enough to keep it cool when firing all weapons. Players will have to choose between [[heat|overheating]], using [[coolant]], or [[chain fire|chain firing]].<br />
<br />
Note: This asset has both C3 and GECM, meaning there is no benefit to using [[passive radar]].<br />
<br />
===Variant B - ''"Tonberry"''===<br />
The B "Tonberry" like it's namesake is a close-in formidable brawler. The main gun containing Dual blistering array of [[CMPL|Clan Medium Pulse Lasers]] and the powerful hole punching [[CLBX20|Lubalin Ballistics-X AutoCannon20]]. Backing them up for close quarters is a battery of Three [[ATM12|Advanced Tactical Missile Launchers12 {HE}]] (zero minimum range) which can reduce to waste almost anything in there path. Fourteen [[HS]] to try to maintain the heat load. One [[Free tons]] for the CLBX20, [[GECM]] to allow movement undetected. Defensively, it is protected by a two [[AutoFlamer]] and one [[LAMS]].<br />
<br />
===Variant C===<br />
The C is all about enemy denial of their captured bases and demoralizing the opposing force. A battery of three [[Arrow IV|Clan ArrowIV Missiles]] are its main striking force. Assisted by [[TAG|Target Acquisition Gear]] and [[EOptics|Enhanced Optics]] a skilled pilot can lay down devastating rain of terror. Its main guns house two [[CUAC2]] assisted by two [[CERML]] for those bold enough to charge your position.<br />
Six [[Free tons]] for the Arrow IVs and eight [[HS]] to try to hold you heat in check, so be mindful of your temperature as the ArrowIV's can quickly raise it up. Defensively, it is protected by two [[AutoFlamer]]s and one [[LAMS]].<br />
<br />
===Variant D - ''"Doomtrain"''===<br />
The D is an extreme long range unit providing the cover of [[AECM|Angel ECM]] for its teammates. One [[HAG40|Hyper-Assault Gauss Rifle40]] and one [[HAG20|Hyper-Assault Gauss Rifle20]] are its main guns with a long reach of 1200m, solid kinetic damage DPS and low waste heat. A battery of three [[ATM9| Advanced Tactical Missiles9 (ER)]] can travel out to 1250m raining terror on your foe, while your own single [[LAMS]] protects you from incoming missiles. Defensively, it is protected by a four [[MG]], one [[CERML]] and two [[AutoFlamer]]. 5 [[HS]] to help keep temps in check and 5 [[Free tons]] to ensure its stay in the field.<br />
<br />
===Variant E===<br />
The E unit can Harass foes with its long reaching [[CERPPC]] & [[CUAC5]] using [[EOptics]]. Where it really shines is at the 450m mark pounding/shaking the enemy with three [[CDSSRM6|Clan Dual Streak SRMs6]], Melting armor with four [[CERSL|Clan Extended Range Small Lasers]] and one [[HML|Heavy Medium Laser]]. If leaning on the Lasers too much the 16 [[HS]] will feel the strain. Six [[Free tons|Extra Tons of Ammo]] for the CDSSRM6. Defensively, it is protected by a two [[AutoFlamer]] and one [[LAMS]].<br />
<br />
===Variant F===<br />
{{fluff}}<br />
The F main guns are geared for Long Range housing three [[CLBX5|Clan Lubalin Ballistics-X AutoCannon5]] accompanied by two [[CLPL|Clan Large Pulse Lasers]] and [[EOptics]] for targeting. This quintet can lay rapid waste to what ever crosses its path. A [[CNARC]] for marking any enemy which crosses the 700m mark. Three [[CSRM4|Clan Short-Range Missiles4]] will deter those attempting to come with-in 350m. Ten [[HS]] will provide ample use of the CLPL but a cool down after a fire fight will be necessary. Three [[Free tons|Extra Reloads]]. Defensively, it is protected by two [[AutoFlamer]]s and one [[LAMS]].<br />
<br />
===Variant G - ''"Knock Knock"''===<br />
The Mars G, Close up and Deadly. A departure from its family of long range machines as this units main gun holds the terrifying [[Sniper Artillery|Sniper Artillery Cannon]]. Its reach may only be 700m but the devastation it brings is enormous, the same massive damage and area of effect that the [[Long_Tom_Artillery|Long Tom Artillery]] has. It is accompanied by the burning [[CHLL|Clan Heavy Large Laser]]. For those who dare maintain their charge, they'll be met with three [[CSSRM6|Clan Streak SRM6]] followed by the armor pounding [[CUAC20|Ultra AutoCannon-20]] and four [[HMG|Heavy Machine Guns]]. This is a killing machine. Nine [[HS]] to handle the heat & Five [[Free tons|Spare Tons of Ammo]]. A word of caution, just don't be caught out in the open where you are out ranged. Defensively, it is protected by a two [[AutoFlamer]] and one [[LAMS]].<br />
<br />
===Pro Tip:===<br />
As with most Tanks, Turret Pitch & the angle of the vehicle relative to level ground plays a major role in your ability for a clean shot of your enemy. Terrain awareness and positioning is a talent that needs to be developed and become second nature, to be proficient in it's operation.<br />
<br />
<br />
==Canon==<br />
One of the most formidable vehicles ever built, the Mars dedicates more than half of its weight to weapons, ammunition and associated systems under the guise of Series XXXII Multitrack IWS with Artemis IV FCS Targeting and Tracking System. Popular legend attributes the design of the tank to ilKhan Wilson himself, but even if this were the case, little remains in the current version of the original configuration created more than two centuries ago. <br />
Carrying more than eleven tons of advanced-composite armor (Compound Zeta Ferro-Fibrous), the Mars can sustain multiple hits with minimal risk of penetration. A general purpose ECM unit degrades the abilities of many of the sophisticated fire-control systems an enemy force is likely to use, further reducing the chances of a successful hit. This armor protection and vast weapons array, however, has the unfortunate result of making the Mars ponderously slow and incapable of withdrawing from a fight.<br />
<br />
Notable Pilots: firestorm - MERC, Spooky - MERC<br />
<br />
Date Introduced 2842 during the Era known as "Early Succession War" - LosTech (2781 - 2900) - Unit Role: Combat Vehicle - Tracked<br />
<br />
[https://www.sarna.net/wiki/Mars_(Combat_Vehicle) BattleTech Reference]<br />
<br />
{{Template:Navbox Assets Clan}}</div>Sabristhttps://wiki.mechlivinglegends.net/index.php?title=Mithras&diff=13177Mithras2022-04-25T15:04:10Z<p>Sabrist: 0.15.0 update</p>
<hr />
<div>{{Vehicle<br />
| Image = File: mithras.png<br />
| ImageGif = File: Mithras_spin.gif<br />
| ImageSize = <br />
| Tonnage = 25<br />
| Class = Tank<br />
| Faction = Clan<br />
| Tickets = 1<br />
| Tier = 1<br />
| Speed = 85<br />
| BoostSpeed = 99<br />
| Rotation = 360<br />
| Pitch = -25° to +45°<br />
<br />
| Price Prime = 31 100<br />
| ArmorT Prime = 21 872<br />
| Engine Prime = Fusion 150<br />
| Weapons Prime = <ul><br />
<li>2x [[CERML]]<br />
<li>1x [[CUAC5]]<br />
</ul><br />
| Equip Prime = <ul><br />
<li>1 [[HS]]<br />
<li>1 [[free ton]]<br />
<li>5t [[Armor]]<br />
</ul><br />
<br />
| Price A = 38 800<br />
| ArmorT A = 21 872<br />
| Engine A = Fusion 150<br />
| Weapons A = <ul><br />
<li>2x [[CSPL]]<br />
<li>2x [[Flamer]]<br />
<li>1x [[CERPPC]]<br />
</ul><br />
| Equip A = <ul><br />
<li>[[EOptics]]<br />
<li>3 [[HS]]<br />
<li>0 [[free ton]]<br />
<li>5t [[Armor]]<br />
</ul><br />
<br />
| Price B = 32 900<br />
| ArmorT B = 21 872<br />
| Engine B = Fusion 150<br />
| Weapons B = <ul><br />
<li>2x [[ATM3#High Explosive|ATM3 (HE)]]<br />
<li>2x [[HSL]]<br />
<li>1x [[HML]]<br />
</ul><br />
| Equip B = <ul><br />
<li> [[PDS]]<br />
<li>2 [[HS]]<br />
<li>0 [[free tons]]<br />
<li>5t [[Armor]]<br />
</ul><br />
<br />
| Price C = 41 600<br />
| ArmorT C = 25 552<br />
| Engine C = Fusion 150<br />
| Weapons C = <ul><br />
<li>2x [[CMPL]]<br />
<li>1x [[CSRM4]]<br />
<li>1x [[CSRM2]]<br />
</ul><br />
| Equip C = <ul><br />
<li>[[GECM]]<br />
<li>[[LAMS]]<br />
<li>2 [[HS]]<br />
<li>0 [[free tons]]<br />
<li>6t [[Armor]]<br />
</ul><br />
<br />
| Price D = 40 800<br />
| ArmorT D = 25 552<br />
| Engine D = Fusion 150<br />
| Weapons D = <ul><br />
<li>2x [[CERSL]]<br />
<li>1x [[CDSSRM6]]<br />
</ul><br />
| Equip D = <ul><br />
<li>[[EOptics]]<br />
<li>1 [[HS]]<br />
<li>2 [[free tons]]<br />
<li>6t [[Armor]]<br />
</ul><br />
<br />
| Price E = 30 600<br />
| ArmorT E = 21 872<br />
| Engine E = Fusion 125<br />
| AltSpeed E = 84<br />
| AltBoost E = 84<br />
| Weapons E = <ul><br />
<li>1x [[CUAC10]]<br />
<li>2x [[MG]]<br />
</ul><br />
| Equip E = <ul><br />
<li>[[EOptics]]<br />
<li>1 [[HS]]<br />
<li>1 [[free ton]]<br />
<li>5t [[Armor]]<br />
</ul><br />
<br />
| Price F = 35 500<br />
| ArmorT F = 21 872<br />
| Engine F = Fusion 150<br />
| Weapons F = <ul><br />
<li>2x [[CSSRM2]]<br />
<li>1x [[HLL]]<br />
<li>2x [[HMG]]<br />
</ul><br />
| Equip F = <ul><br />
<li>3 [[HS]]<br />
<li>0 [[free tons]]<br />
<li>5t [[Armor]]<br />
</ul><br />
<br />
| Price G = 38 600<br />
| ArmorT G = 21 872<br />
| Engine G = Fusion 150<br />
| Weapons G = <ul><br />
<li>1x [[HAG20]]<br />
</ul><br />
| Equip G = <ul><br />
<li>[[EOptics]]<br />
<li>1 [[HS]]<br />
<li>1 [[free ton]]<br />
<li>5t [[Armor]]<br />
</ul><br />
<br />
| Hull = 2000<br />
| Armor T = 5376<br />
| Armor F = 4320<br />
| Armor S = 3888<br />
| Armor B = 2400<br />
<br />
| Version150 = 0.15.0<br />
}}<br />
<br />
Matching the Solitare in weight, the Mithras is the [[Clan|Clan's]] relatively quick, lightly armored tank unit. Flexible enough from fitting in the roll of a ultra long range harasser to a close range brawler, all the Mithras variants are inexpensive tanks that are available at the beginning of [[TC]] matches. With equivalent armor to the IS [[Harasser]], but with none of the speed a higher profile, a single Mithras doesn't have much staying power on the battlefield. However, in a multi-unit fight a Mithras is unlikely to become a focus fire target, and can conceivably survive a fight long enough to pay for a better asset. At the same time, this unit gives much better than it can take, so opponents may want to remove its damage contribution from a fight as quickly as possible.<br />
<br />
==Roles and Gameplay Hints==<br />
<br />
===Prime===<br />
{{Starter}}<br />
An excellent scout tank available with starting C-bills its dual [[cERML|ER-Medium Lasers]] and the [[CUAC5]] can deal respectable pinpoint damage to light 'mechs. However the rate of fire is sub-par, and the autocannon can jam easily with repeat firing. The Prime is better suited to cutting off weaker components such as arms or legs, or already damaged torso pieces. 1v1 engagements should be avoided, as at best it will only be an even fight. Rather, use your speed to capture undefended bases, and engage targets alongside your comrades making sure to use them to protect your very light armor. A [[Free_tons|free ton]] for an extra magazine of UAC5 ammo allows for greater freedom with the trigger, though can be careful to avoid a jam.<br />
<br />
===Variant A===<br />
{{Starter}}<br />
With a 900m range and hard hitting power of its [[cERPPC|Clan ERPPC]] aided by [[EOptics]], the A variant's primary roll is sniping. Its twin [[cSPL|Clan Small Pulse Lasers]] and dual [[Flamer]]s serve as close-in backup weaponry while the [[cERPPC]] recharges. Though, it's best to keep your enemies at long range though as this variant can't take much punishment going toe to toe with another brawly light asset. If caught at close range against an opponent with laser weaponry, use the flamers as your primary weapon to overheat them. [[BA|Battlearmors]] are also easy picking for the flamers.<br />
<br />
===Variant B - ''"Black Sunshine"''===<br />
{{Starter}}<br />
A pure brawler, this Mithras can dish out some serious damage in an alpha-strike. Set to chain fire, its fast reloading twin [[ATM3#High_Explosive|ATM3 High Explosive]] launchers deliver screen shake every 2 1/2 seconds while the trio of heavy lasers, 1x [[HML]] & 2x [[HSL]], bore deep into enemy armor with precision. Keep your aim steady to rip enemy limbs off in short order. Always use cover to close the distance to surprise your prey as the Mithras doesn't have the raw speed to keep up with the faster light mechs. Keep in mind that its armor is thin, rotate damaged sides away from your enemy to survive. This variant can be used as a counter to enemies deploying multiple [[Owens]] chassis, as the heavy splash damage of the missiles can damage the center torso of that asset no matter how the pilot attempts to shield with his side torsos. The Mithras B is an excellent cheap [[starter asset guide|starter asset]], allowing the pilot to save [[cbills] for their next purchase or, if donations are enabled, [[CBills#Transferring_C-Bills|donate]] to an ally.<br />
<br />
{{Commentbox <br />
| Comment1= The Mithras B is an amazing starter asset. Its weapons can be divided into as many as 4 groups, but function more than adequately when divided into just 2 weapon groups. Personally, I have one group for all 3 heavy lasers, a second group for the HEATMs on [[Combat_Guide#Chain_Fire|chain-fire]], and a third group for the one HML since it has 400m of range. If you want a fourth group, chain fire all 3 heavy lasers, it will give you better heat control on hot maps. Since it's a Mithras, driving it can be difficult. Slow down before turning if you are coming down a hill, you don't want to roll over. The B is great at anti-[[BA]] in most part thanks to it's [[PDS]], but also thanks to the splash damage from the HEATMs and the long burn of its heavy lasers. I often use the B to quickly earn a heavy mech after only a few minutes of gameplay. Mithrases are [[Points#Asset_Tiers|tier 1]] meaning they bring in extra cbills against almost any other asset. Mithrases have a low profile and can hide behind terrain that most assets cannot. When in a big fight, I often find myself ignored by my enemies giving me more time to deal damage and increasing the odds that I'll be one of the players to survive the fight. <br />
| Writer1= - Warlord Kentax }}<br />
<br />
===Variant C===<br />
{{Starter}}<br />
The only Mithras to equip [[GECM|Guardian Electronic Countermeasures]], making it the most stealthy variant available. It also is a dedicated close in brawler with its dual [[CMPL|Clan Pulse Lasers]], single [[CSRM4]] and single [[CSRM2]] missile launchers alows it to easily surprise opponents by running in for quick pin-point strikes. 2 [[HS| heatsinks]] help keep the pulse lasers assault going for a good time before reaching critical heat temperatures. Reposition yourself often, using cover to help mask your different approaches. For added protection against enemy missiles the C is equipped with [[LAMS]] just be mindful that when in range for the LAMS to function it is also giving away your position. This asset is best served by sitting behind a brawl and applying its damage at the edge of SRM range.<br />
<br />
===Variant D - ''"Iris"''===<br />
{{Starter}}<br />
Close combat 450m & less, hard hitting combat vehicle, perfect for cities. The A mounts the largest Streak missiles there is, in Dual launcher mode no less [[CDSSRM6]] with a mere 0.3 second Lock-On time to automatically aquire your target. Followed by a dual [[CERSL]] to work the armor off your foes or keep Battle Armor at bay. [[EOptics]] for battlefield awareness, two [[Free tons|Free tons of Ammo]] and only one [[HS]], so be mindful of your heat.<br />
<br />
===Variant E - ''"Stug"''===<br />
{{Starter}}<br />
The heavy weight of the Stug's single [[cUAC10]] has it moving a bit slower than other Mithrases at '''84 km/h'''. The Stug's UAC10 makes it a medium range, high damage dealer capable of doing substantial burst damage. As the [[cUAC10]] shell speed isn't the fastest, hitting fast targets can be difficult at range. Thus, the E is best used against slow movers where it can really shine. The [[MG|machine guns]] serve as backup against [[BA|Battlearmor]] and can be used to harass distant targets.<br />
<br />
===Variant F - ''"Fireant"''===<br />
{{Starter}}<br />
Any pilot with a steady hand should climb into the Mithras F and give it a spin! Boasting the heaviest single burst damage weapon of all variants with the scalpel-like [[HLL|Heavy Large Laser]], this variant will cut through armored components with ease. Bring your opponent into close range to feed them chain fired screen shake from its twin [[CSSRM2]]s. Two [[HMG|Heavy Machine Guns]] add insult to injury. 3 [[HS]] aid in your heat management. Watch the heat and use good positioning to surprise your enemies. Try to stay at the edge of the [[HLL]] range, and don't be afraid to run between shots.<br />
<br />
===Variant G - ''"Gnat"''===<br />
{{Starter}}<br />
An ultra-long range sniper, the Mithras G will lay down accurate [[HAG20|Hyper Assault Gauss]] rounds all the way out to 1200m. Fire its [[HAG20]] till it jams as it is designed to recycle more quickly that way. The suppressing fire capability of this variant will disrupt most opponent's operations, getting them to run for cover under the hail of fire.<br />
<br />
<br><br />
<br />
==Damage Type Modifiers==<br />
<br />
<br><br />
{| border="1" cellspacing="0" cellpadding="1" class= "wikitable sortable mw-collapsible" style="text-align:center; font-size:13px; margin:auto;"<br />
|- style="text-align:center;"<br />
! style="vertical-align:top; width: 100px;" class="unsortable" rowspan ="2" | <div class="mw-collapsible-toggle" style="color:hotpink; font-size:12px; font-weight:bold; cursor:pointer; float: left; margin-bottom: 0.5em;">[Show/Hide]</div><br><br>'''Damage Type'''<br />
! colspan="10" | '''Armor Type'''<br />
|- style="height:50px;"<br />
! data-sort-type="number" style="width: 100px; color:#e69710;" | '''Front'''<br />
! data-sort-type="number" style="width: 100px; color:#e69710;" | '''Side'''<br />
! data-sort-type="number" style="width: 100px; color:#e69710;" | '''Back'''<br />
! data-sort-type="number" style="width: 100px; color:#e69710;" | '''Turret'''<br />
! data-sort-type="number" style="width: 100px; color:#e69710;" | '''Hull'''<br />
|-<br />
<br />
! style="color:#e69710;" | '''Mgun'''<br />
| 0.7 (0.1)<br />
| 0.7 (0.1)<br />
| 0.7 (0.1)<br />
| 0.7 (0.1)<br />
| 0.7 (0.1)<br />
|-<br />
<br />
! style="color:#e69710;" | '''Light&nbsp;Kinetic'''<br />
| 1.15 (1.0)<br />
| 1.15 (1.0)<br />
| 1.15 (1.0)<br />
| 1.15 (1.0)<br />
| 1.3 (1.0)<br />
|-<br />
<br />
! style="color:#e69710;" | '''Kinetic'''<br />
| 1.0 (1.0)<br />
| 1.0 (1.0)<br />
| 1.0 (1.0)<br />
| 1.0 (1.0)<br />
| 1.0 (1.0)<br />
|-<br />
<br />
! style="color:#e69710;" | '''Heavy&nbsp;Kinetic'''<br />
| 1.0 (1.0)<br />
| 1.0 (1.0)<br />
| 1.0 (1.0)<br />
| 1.0 (1.0)<br />
| 1.0 (1.0)<br />
|-<br />
<br />
! style="color:#e69710;" | '''Kinetic&#8209;air'''<br />
| 1.2 (1.0)<br />
| 1.2 (1.0)<br />
| 1.2 (1.0)<br />
| 1.2 (1.0)<br />
| 1.2 (1.0)<br />
|-<br />
<br />
! style="color:#e69710;" | '''Flak'''<br />
| 1.0 (1.0)<br />
| 1.3 (1.0)<br />
| 1.6 (0)<br />
| 1.15 (1.0)<br />
| 1.0 (1.0)<br />
|-<br />
<br />
! style="color:#e69710;" | '''Missile'''<br />
| 1.0 (1.0)<br />
| 1.0 (1.0)<br />
| 1.0 (1.0)<br />
| 1.0 (1.0)<br />
| 1.0 (1.0)<br />
|-<br />
<br />
! style="color:#e69710;" | '''Frag'''<br />
| 0.05 (0.05)<br />
| 0.5 (0.25)<br />
| 0.05 (0.05)<br />
| 0.05 (0.05)<br />
| 0.05 (0.05)<br />
|-<br />
<br />
! style="color:#e69710;" | '''Energy'''<br />
| 1.0 (0.75)<br />
| 1.0 (0.5)<br />
| 1.0 (0.75)<br />
| 1.0 (0.75)<br />
| 1.0 (0.75)<br />
|-<br />
<br />
! style="color:#e69710;" | '''Energy&#8209;air'''<br />
| 1.0 (1.0)<br />
| 1.0 (1.0)<br />
| 1.0 (1.0)<br />
| 1.0 (1.0)<br />
| 1.0 (1.0)<br />
|-<br />
<br />
! style="color:#e69710;" | '''EMP'''<br />
| 1.0 (1.0)<br />
| 0.025 (0.25)<br />
| 1.0 (1.0)<br />
| 1.0 (1.0)<br />
| 1.0 (1.0)<br />
|-<br />
<br />
! style="color:#e69710;" | '''Flame'''<br />
| 0.01 (0.01)<br />
| 0.01 (0.01)<br />
| 0.01 (0.01)<br />
| 0.01 (0.01)<br />
| 0.01 (0.01)<br />
|-<br />
<br />
! style="color:#e69710;" | '''Collision'''<br />
| 0.05 (0.05)<br />
| 0.05 (0.05)<br />
| 0.05 (0.05)<br />
| 0.05 (0.05)<br />
| 0.05 (0.05)<br />
|-<br />
<br />
|}<br />
<br><br />
==Canon==<br />
The Mithras Light Tank is a combat vehicle that was originally intended to be a scout in addition to its place on the battlefield as a swift, light tank that is capable at all ranges. Its usefulness as a reconnaissance vehicle has been reduced with faster vehicles that field more advanced electronics. Capable of speeds up to 97 km/h, the Mithras can keep up with most units, while still providing respectable firepower with decent armor. Though that protection is only three tons worth, it is improved through the use of Ferro-Fibrous technology.<br />
<br />
Date Introduced 2845 during the Era known as "Early Succession War" (2781 - 2900) - Unit Role: Striker<br />
<br />
<br>[http://www.sarna.net/wiki/Mithras Battletech Reference] <br />
<br />
<br />
{{Template:Navbox_Assets_Clan}}</div>Sabristhttps://wiki.mechlivinglegends.net/index.php?title=Huit&diff=13176Huit2022-04-25T14:46:24Z<p>Sabrist: 0.15.0 update</p>
<hr />
<div>{{Vehicle|<br />
| Image = File:Huit.png<br />
| ImageGif = File:Huit_spin.gif<br />
| Class = Tank<br />
| Faction = Clan<br />
| Tickets = 8<br />
| Tier = 12<br />
| Tonnage = 85<br />
| Speed = 40<br />
| BoostSpeed = 47<br />
| Rotation = 360<br />
| Pitch = -5° to +90°<br />
<br />
| Price Prime = 95 800<br />
| ArmorT Prime = 33 296<br />
| Engine Prime = Engine 170 I.C.E.<br />
| Weapons Prime = <ul><br />
<li>2x [[ArrowIV|CArrowIV]]<br />
<li>2x [[CMPL]]<br />
<li>2x [[MG]]<br />
<li>1x [[CUAC5]]<br />
</ul><br />
| Equip Prime = <ul><br />
<li>[[EOptics]]<br />
<li>[[GECM]]<br />
<li>2 [[PDS]]<br />
<li>9 [[HS]]<br />
<li>4 [[free tons]]<br />
<li>8t [[Armor]]<br />
</ul><br />
<br />
| Price A = 92 700<br />
| ArmorT A = 35 504<br />
| Engine A = Engine 170 I.C.E.<br />
| Weapons A = <ul><br />
<li>2x [[ArrowIV|CArrowIV]]<br />
<li>2x [[CERLL]]<br />
<li>2x [[CLBX2]]<br />
</ul><br />
| Equip A = <ul><br />
<li>[[EOptics]]<br />
<li>12 [[HS]]<br />
<li>4 [[free tons]]<br />
<li>8.5t [[Armor]]<br />
</ul><br />
<br />
| Price B = 89 700<br />
| ArmorT B = 39 920<br />
| Engine B = Engine 170 I.C.E.<br />
| Weapons B = <ul><br />
<li>3x [[CLPL]]<br />
<li>1x [[CGauss]]<br />
</ul><br />
| Equip B = <ul><br />
<li>[[EOptics]]<br />
<li>22 [[HS]]<br />
<li>2 [[free tons]]<br />
<li>9.5t [[Armor]]<br />
</ul><br />
<br />
| Price C = 94 800<br />
| ArmorT C = 35 504<br />
| Engine C = Engine 170 I.C.E.<br />
| Weapons C = <ul><br />
<li>6x [[CERML]]<br />
<li>2x [[ArrowIV|CArrowIV]]<br />
</ul><br />
| Equip C = <ul><br />
<li>[[EOptics]]<br />
<li>13 [[HS]]<br />
<li>4 [[free tons]]<br />
<li>8.5t [[Armor]]<br />
</ul><br />
<br />
| Price D = 94 800<br />
| ArmorT D = 35 504<br />
| Engine D = Engine 170 I.C.E.<br />
| Weapons D = <ul><br />
<li>2x [[CERPPC]]<br />
<li>2x [[CUAC5]]<br />
<li>1x [[ArrowIV|CArrowIV-C]]<br />
</ul><br />
| Equip D = <ul><br />
<li>[[EOptics]]<br />
<li>13 [[HS]]<br />
<li>4 [[free tons]]<br />
<li>8.5t [[Armor]]<br />
</ul><br />
<br />
| Price E = 110 000<br />
| ArmorT E = 48 759<br />
| Engine E = Engine 170 I.C.E.<br />
| Weapons E = <ul><br />
<li>1x [[HAG40]]<br />
<li>1x [[CERPPC]]<br />
<li>3x [[ATM6#Standard|ATM6 (Std)]]<br />
<li>1x [[TAG]]<br />
</ul><br />
| Equip E = <ul><br />
<li>[[EOptics]]<br />
<li>[[GECM]]<br />
<li>[[PDS]]<br />
<li>9 [[HS]]<br />
<li>2 [[free tons]]<br />
<li>11.5t [[Armor]]<br />
</ul><br />
<br />
| Price F = 100 600<br />
| ArmorT F = 39 920<br />
| Engine F = Engine 170 I.C.E.<br />
| Weapons F = <ul><br />
<li>8x [[CUAC2]]<br />
</ul><br />
| Equip F = <ul><br />
<li>[[EOptics]]<br />
<li>[[AECM]]<br />
<li>2 [[LAMS]]<br />
<li>7 [[HS]]<br />
<li>8 [[free tons]]<br />
<li>9.5t [[Armor]]<br />
</ul><br />
<br />
| Price G = 99 300<br />
| ArmorT G = 35 504<br />
| Engine G = Engine 170 I.C.E.<br />
| Weapons G = <ul><br />
<li>2x [[CGauss]]<br />
<li>2x [[CMPL]]<br />
<li>1x [[ArrowIV|CArrowIV-C]]<br />
</ul><br />
| Equip G = <ul><br />
<li>[[EOptics]]<br />
<li>8 [[HS]]<br />
<li>5 [[free tons]]<br />
<li>8.5t [[Armor]]<br />
</ul><br />
<br />
| Hull = 6800<br />
| Armor F = 7360<br />
| Armor S = 5080<br />
| Armor B = 3200<br />
| Armor T = 5760<br />
<br />
| Version150 = 0.15.0<br />
}}<br />
<br />
The '''Huit''' (short form of '''Huitzilopochtli''', also called '''Huey''') is a [[Clan]] fire support [[tank]]. It is one of 3 tanks capable of bearing the [[ArrowIV]] launchers along with additional heavy weaponry. <br />
<br />
A unique feature of the Huit is that its missile launchers, often the paired Arrow IV launchers, are mounted static on the tank chassis, not on the rotating turret like for all weapons on any other tank. This gives both advantage and disadvantage. One is that tank driver needs to watch where the launchers are pointing in order to avoid hitting rocks or trees -- or friendlies. On the other hand it offers a unique possibility to hit targets behind cover, by arcing the missiles around obstacles.<br />
<br />
The greatest weakness of all the Huit is its low armor, comparable to the [[Partisan]] rather than other, more heavily armored tanks. This forces a Huit pilot to avoid any danger, even more so as a Huit's top speed is on the low end of the spectrum.<br />
<br />
==Roles and Gameplay Hints==<br />
<br />
===Prime===<br />
The [[ArrowIV|Clan Arrow IV]] platform. [[GECM]] makes it difficult to locate Huit Prime. Its 2 [[PDS]]s, duo of [[MG]]s, duo of [[CMPL]]s and single [[cUAC5]] will help dealing with enemy [[BA|Battle Armor]] as well as some light scout, but its unable to defend itself from even light brawl specialists. Its main redeeming feature is [[GECM]].<br />
<br />
===Variant A===<br />
Another [[ArrowIV|Clan Arrow IV]] missile support with limited AA capability. Twin [[LBX2]] and twin [[cERLL]] give it some punch against airborn targets or any lighter vehicles that try to close in. 4 [[Free tons]] of aditional ammunition make it capable of moving further from supply lines while using its [[Arrow IV]] launchers.<br />
<br />
===Variant B - ''"Anaconda"''===<br />
<div style="width:102px; background-color:#4c4c4c; border: 1px solid #6c6c6c; border-radius:2px; padding:1px 1px 2px 1px; float:left; margin-right:10px; margin-top:10px;"><br />
[[File:Anaconda.jpg|center|100px]]<br />
</div><br />
The '''''"Anaconda"''''', a famous [[CLPL]] variant known for its high damage output at long range. This variant puts out the most heat out of all the huit variants and it also the 1 out of 3 huit variant that doesn't mount [[ArrowIV]]s. This variant mounts a impressive array of 3 [[CLPL]]s and single [[cGauss]] backed up by 33 [[SHS|Standard Heat Sinks]] makes this variant a deadly long range support unit, being able to lay down a deadly stream of laser fire onto a target. However being the slowest unit in [[MWLL]] and one of the more expensive assets leads to very few cases where this unit is seen and that issue is compounded by the light armor of the tank make it a high risk choice.<br />
<div style="clear: left"></div> <!-- Stops the text flow beside the small picture--><br />
<br />
===Variant C - ''"Force of Nature"''===<br />
<div style="width:102px; background-color:#4c4c4c; border: 1px solid #6c6c6c; border-radius:2px; padding:1px 1px 2px 1px; float:left; margin-right:10px; margin-top:13px;"><br />
[[File:Force of Nature.jpg|center|100px]]<br />
</div><br />
The '''''"Force of Nature"''''', somewhat resembling the Puma C in its laser loadout of 6 [[CERML]], though with an additional pair of [[ArrowIV|Arrow IV launchers]]. Compared to the Anaconda, the C variant's firepower is much less heat-balanced, even compared to light Puma C) because of 13 [[HS|Single Heat Sinks]] and hot nature of Clan lasers & Arrows. It's 2 [[Free tons|Tons of spare ammunition]] make it somewhat base-independent. This variant best works using chainfire, where each trio of lasers is set to different group, allowing it to better control heat.<br><br />
Remember: ''you can always Dumb Fire the ArrowIVs out to 4000m and they will travel to a point directly over the targeting reticule.''<br />
<div style="clear: left"></div> <!-- Stops the text flow beside the small picture--><br />
<br />
===Variant D===<br />
Geared more towards direct fire support it provides a heavy long range punch with its two [[cERPPC]] that are backed up with two [[cUAC5]]s to try and scare off any plane that tries to do a fly by. This huit variant also still carries single [[arrowIV]] launcher to provide extreme long range fire power provided there is a narc up for it. This huit has to be careful with its heat as only 13 [[SHS|Heat Sinks]] struggle to keep the heat down from the arrows and [[cERPPC]]s. Its radar abilities are lacking combined with the low speed and high price you dont see many of these huits and they must take care so that they are not left behind if the front line gets pushed back towards it and with only 3 [[Free tons]] of ammo it can not stray too far from home before having to return to base or a [[APC]].<br />
<br />
===Variant E - ''"Black Beard MK-VI"''===<br />
Nicknamed the '''''"Black Beard MK-VI"''''' the Huit E is a jack of all trades. A single [[HAG40]] and [[cERPPC]] provide long range firepower that are strangely also the Black Beard's only [[brawling]] weapons. The Black Beard's primary damage comes in the form of three [[ATM6]]s. Unfortunately, with only 2 [[Free tons]] of ammo for the HAG40, the Black Beard can't afford to keep a resupply for its ammo-hungry missiles. The Huit's low-to-the-ground stature and extremely limited mobility make it easy for enemies to avoid the Black Beard's ATMs and close in past their [[minimum range]]. To offset this weakness, the Black Beard comes with [[GECM]], more [[armor]] than any other Huit, and has a [[TAG]] laser that gives it the ability to [[flick]] its missiles much more easily and the ability to fire its ATMs without first acquiring a [[lock on|missile lock]]. Unlike other Huits, that can rotate their [[chassis]] to make their missiles into an [[indirect fire]] weapon, the Black Beard has some of its ATMs mounted on the turret. The Black Beard instead relies on its TAG to accomplish this indirect effect. When it comes to [[Anti Aircraft]] duties, the Black Beard is less effective than most other Huits. The [[HAG40|HAG]] is modestly effective, and the Black Beard's [[Point Defense System]] provides some deterrence to both [[aircraft]] and [[Battle Armor]]. Although it's a very short window of time, enemy aircraft that are flying away from the Black Beard can be somewhat more easily hit by the ATM6s, making up the majority of the Black Beard's AA damage.<br />
<br />
===Variant F - ''"The Senate"''===<br />
This Huit is designed to do one thing: shoot things that fly. To this end, it packs a full 8 [[CUAC2]]s to give it the power to steadily pick away at opposing air assets. As good as the F is on paper, it often falls short in practice -- the UAC2s require a lot of time to work their magic against larger bombers, while smaller aerospace assets can be difficult to properly lead and hit. 8 [[Free tons]] will keep huey on the field for a while.<br />
<br />
Despite these shortcomings, the F is highly potent against VTOLs as well as light 'Mechs and tanks; it will rapidly disintegrate them in short order. As an added bonus, this Huit has [[AECM]] and can be useful as a utility unit, especially when [[NARC]]s are being deployed by the [[Hawkmoth|'Evil Eye' Hawkmoth]]<br />
<br />
===Variant G===<br />
The G with its duo of [[cGauss]] rifles and single [[Arrow IV]] is heavy firesupport with decent AA capabilities. 2 [[cMPL]]s helps with dealing with enemy [[BA|Battle Armor]], should allies let them get too close, but wont help against enemy brawler, as it dont have armor nor firepower to survive the engagement. Lack of any electronics wont help either.<br />
<br />
<br />
== History ==<br />
The Huit B was found to be overpowered in the first beta version of MWLL, leading to an 11 page forum thread, "BALANCE: Huit tank far too powerful for cost", along with several others. Some players decided to use Huit B in protest all the time, making them the most common tanks on some maps, most notably Marshes where it could keep constant fire for nearly a minute while standing in water. The problem was solved in Beta 0.1.0 by decreasing its heat efficiency and increasing price.<br />
<br />
<br />
== Canon ==<br />
The Huitzilopochtli Assault Tank is an 85 ton artillery platform. Better known as ''Huey'', this tank is too slow to move across distances on its own, instead being transported by Drop Ship, but the weapons it carries are most impressive. [[Arrow IV]] launchers can be packed with [[TAG]]-guided missiles, area-effect or FASCAM submunitions dropping mines on the battlefield. For close range defense it has turret-mounted [[MPL|Medium Pulse Lasers]] and [[ERSL|ER Small Laser]]s with additional side-mounted [[MGun]]s giving it overwhelming firepower against the troops or [[Battle Armor]]s. For defense against vehicles the Huey carries [[UAC5]]. An [[GECM|ECM suite]] makes it harder to engage a Huitzilopochtli, though it's not enough to hide it entirely from the enemy sensors. A low five and a half tons of armor force it however to stay behind the lines.<br />
<br />
Hueys were used first time by the Clan Jade Falcon during invasion on Coventry, though they are manufactured by other Clans as well.<br />
<br />
Date Introduced 2845 during the Era known as "Early Succession War" (2781 - 2900) - Unit Role: Missile Boat<br />
<br />
[http://www.sarna.net/wiki/Huitzilopochtli BattleTech Reference]<br />
<br />
{{Template:Navbox Assets Clan}}</div>Sabristhttps://wiki.mechlivinglegends.net/index.php?title=Shoden&diff=13175Shoden2022-04-25T14:43:52Z<p>Sabrist: 0.15.0 update</p>
<hr />
<div>{{Vehicle|<br />
| Image = File:Shoden.png<br />
| ImageGif = File:Shoden_spin.gif<br />
| Class = Tank<br />
| Faction = Clan<br />
| Tickets = 8<br />
| Tier = 11<br />
| Tonnage = 70<br />
| Speed = 83<br />
| Rotation = 360<br />
| Pitch = -10° to +80°<br />
<br />
| Price Prime = 76 500<br />
| ArmorT Prime = 44 240<br />
| Engine Prime = Fusion 260<br />
| Weapons Prime = <ul><br />
<li>3x [[ATM9#Standard|ATM9 (STD)]]<br />
</ul><br />
| Equip Prime = <ul><br />
<li>[[EOptics]]<br />
<li>1 [[LAMS]]<br />
<li>1 [[PDS]]<br />
<li>4 [[HS]]<br />
<li>3 [[free tons]]<br />
<li>10.5t [[Armor]]<br />
</ul><br />
<br />
| Price A = 76 000<br />
| ArmorT A = 42 400<br />
| Engine A = Fusion 260<br />
| Weapons A = <ul><br />
<li>1x [[ArrowIV|cArrowIV-C]]<br />
<li>3x [[cLRM10]]<br />
</ul><br />
| Equip A = <ul><br />
<li>[[EOptics]]<br />
<li>1 [[PDS]]<br />
<li>5 [[HS]]<br />
<li>1 [[free ton]]<br />
<li>10t [[Armor]]<br />
</ul><br />
<br />
| Price B = 73 000<br />
| ArmorT B = 38 720<br />
| Engine B = Fusion 260<br />
| Weapons B = <ul><br />
<li>4x [[cUAC2]]<br />
<li>2x [[cERLL]]<br />
</ul><br />
| Equip B = <ul><br />
<li>[[EOptics]]<br />
<li>1 [[PDS]]<br />
<li>3 [[HS]]<br />
<li>4 [[free tons]]<br />
<li>9t [[Armor]]<br />
</ul><br />
<br />
| Price C = 77 400<br />
| ArmorT C = 42 400<br />
| Engine C = Fusion 260<br />
| Weapons C = <ul><br />
<li>2x [[LBX5]]<br />
<li>4x [[cMPL]]<br />
</ul><br />
| Equip C = <ul><br />
<li>[[EOptics]]<br />
<li>1 [[GECM]]<br />
<li>1 [[PDS]]<br />
<li>9 [[HS]]<br />
<li>0 [[free tons]]<br />
<li>10t [[Armor]]<br />
</ul><br />
<br />
| Price D = 83 400<br />
| ArmorT D = 42 400<br />
| Engine D = Fusion 260<br />
| Weapons D = <ul><br />
<li>1x [[cGauss]]<br />
<li>1x [[ATM9#High Explosive|ATM9 (HE)]]<br />
<li>2x [[HML]]<br />
<li>2x [[cERSL]]<br />
</ul><br />
| Equip D = <ul><br />
<li>[[EOptics]]<br />
<li>1 [[PDS]]<br />
<li>5 [[HS]]<br />
<li>1 [[free ton]]<br />
<li>10t [[Armor]]<br />
</ul><br />
<br />
| Price E = 86 400<br />
| ArmorT E = 42 400<br />
| Engine E = Fusion 260<br />
| Weapons E = <ul><br />
<li>1x [[HAG30]]<br />
<li>2x [[cDSSRM4]]<br />
</ul><br />
| Equip E = <ul><br />
<li>[[EOptics]]<br />
<li>1 [[PDS]]<br />
<li>3 [[HS]]<br />
<li>4 [[free tons]]<br />
<li>10t [[Armor]]<br />
</ul><br />
<br />
| Price F = 80 600<br />
| ArmorT F = 42 400<br />
| Engine F = Fusion 260<br />
| Weapons F = <ul><br />
<li>1x [[ERPPC]]<br />
<li>2x [[cUAC5]]<br />
<li>3x [[cERML]]<br />
</ul><br />
| Equip F = <ul><br />
<li>[[EOptics]]<br />
<li>1 [[PDS]]<br />
<li>6 [[HS]]<br />
<li>0 [[free tons]]<br />
<li>10t [[Armor]]<br />
</ul><br />
<br />
| Price G = 87 850<br />
| ArmorT G = 44 240<br />
| Engine G = Fusion 260<br />
| Weapons G = <ul><br />
<li>1x [[cUAC20]]<br />
<li>2x [[cDSRM4]]<br />
<li>3x [[Flamer]]<br />
</ul><br />
| Equip G = <ul><br />
<li>[[EOptics]]<br />
<li>2 [[PDS]]<br />
<li>5 [[HS]]<br />
<li>3 [[free tons]]<br />
<li>10.5t [[Armor]]<br />
</ul><br />
<br />
| Hull = 5600<br />
| Armor T = 10453<br />
| Armor F = 8400<br />
| Armor S = 7560<br />
| Armor B = 4667<br />
<br />
| Version150 = 0.15.0<br />
}}<br />
The '''Shoden''' is a [[Clan]] wheeled heavy [[tank]]. Somewhat faster than the Clan [[Oro]], the Shoden is a faster and slightly better armored counterpart to the [[IS]] [[Rommel]] tank. Although the Shoden isn't as proficient at [[anti-aircraft]] duties as the [[Huit]], its impressive 80° pitch makes it a superb choice for aiming up at targets above it. The Shoden's fast turning main turret is positioned quite high, making it able to shoot over rocks and small hills while protecting it's bulky chassis. Unfortunately this also makes aiming down at targets lower than the Shoden much more difficult despite it's generous -10° turret depression. While other tanks with tall chassis, like the [[Mars]] or [[Morrigu]] are more suseptible to [[BA]] getting in too close to shoot at, the Shoden's drive speed makes this impossible except in close, difficult to maneuver areas.<br />
<br />
<br />
==Roles and Gameplay Hints==<br />
===Prime===<br />
The Shoden Prime is a high risk, high reward-type [[asset]]. It gambles on a deadly array of three [[ATM9]]s, all of which are susceptible to a 120m [[minimum range]]. This makes the Prime a sitting duck when confronted with anything inside that range that goes faster than 60 kph. When faced with such a situation, the Prime's pilot must decide between [[ramming]] the enemy to help allies land their shots or running away and hoping to get outside of 140m. ATM9s do have a somewhat long [[lock on]] time. Players are advised to [[deploy]] the Prime to improve this, especially against [[aircraft]]; make sure to fire at them as they recede, not as they approach. With only one type of weapon, the Prime can dedicate one mouse button to [[chain fire]] and another to [[group fire]]. Heat isn't much of an issue and three [[spare tons]] of ammo keep the Prime well supplied.<br />
<br />
===Variant A - ''"Harvester"''===<br />
The Harvester is a totally loaded [[boat|missile boat]] capable of laying down withering fire with its four missile launchers, including a [[ArrowIV|cArrowIV]]. In close combat, though, the Harvester is virtually defenseless, as it has to rely on a single [[PDS]] and a trio of [[cLRM10]]s. The LRM10s, while amazing at range, are difficult to use up close. Although the Shoden has an easier time acquiring its own targets than most tanks (thanks to its high-mounted turret), the Harvester works far better when aided by [[TAG]] or [[NARC]]. The Harvester performs best on flat maps like [[TC_Harvest|Harvest]] (for which it is named), and on maps with long sight lines like [[TC_ValleyForge|Valley Forge]]. When aided by NARC and TAG, the Harvester is capable of operating as an [[indirect fire]] support tank.<br />
<br />
===Variant B===<br />
The Shoden B is much like an improved version of the [[Ares#Variant A| Ares A]]. Like the Ares, the Shoden is able to use its four high-mounted [[cUAC2]]s to carefully peek over hills, avoiding exposing the rest of the B's chassis. Whereas the Ares' backup weapons are medium range, the Shoden B has long range weapons in the form of two [[cERLL]]s. Besides up-tonned [[armor]], the B also benefits from four free tons of ammo to keep its cUAC2s firing. The be B does have 10% less armor than other Shodens and should be played more conservatively as a result. Similarly to the Ares A, the Shoden B runs hot when firing all of its weapons. Players are advised to [[chain fire]] the [[cERLL]]s, after the initially volley, to improve [[heat]] dissipation.<br />
<br />
===Variant C===<br />
The Shoden C can operate as a stealthy ambush predator. Utilizing its [[GECM]], the C can hunt for [[radar|radar contacts]] without being detected as easily. Its high-mounted turret allows it to peek over hills in search of prey without much exposure and allows it to take pot shots with its two [[cLBX5]]s, which, by virtue of their shotgun-like spread, are difficult for enemies to source. Once the C makes its way into medium range, it can wither away enemy [[armor]] with four [[cMPL]]s. The C has no spare tons of ammo and doesn't need them making it an excellent choice for protracted missions where resupplies are rare.<br />
<br />
===Variant D===<br />
The Shoden D is armed with a [[cGauss]], meaning it doesn't suffer from the spread the E experiences while [[sniping]]. The D's [[Advanced_Tactical_Missiles#High_Explosive|ATM9 (HE)]] unfortunately doesn't provide as much control over the [[screen shake]] as the E offers. That said, the D is much better at dealing [[pinpoint damage]], in no small part thanks to its pair of [[HML]]s and [[cERSL]]s.<br />
<br />
===Variant E===<br />
The Shoden E is capable of filling multiple roles on the battlefield. Its single [[HAG30]] provides extreme range, and the fact that the Shoden's turret is rather high means that it the E can almost [[poptart]] like a mech. The E has amazing close combat potential as the HAG30 can be used quite effectively up close and a pair of [[DSSRM4]]s, when [[chain fire|chain fired]], can cause sustained [[screen shake]]. The DSSRM4s have more than enough [[DPS]] to make the the E a solid and flexible brawler.<br />
<br />
===Variant F===<br />
The Shoden F focuses nearly all of its weaponry on medium range. This makes the F an excellent high damage [[MWLL_Players_Slang_Guide#Generic_Slang|poker]] and [[skirmisher]]. Unfortunately, to access all of the F's [[DPS]], players may find themselves exposing it too much. To avoid this, once the [[cERPPC]] has been fired, the three [[cERML]]s have been fired twice, and the two [[cUAC5]]s have been [[overheat|overheated]], players should take cover. If an enemy starts to run away, remember that cERPPCs have substantial [[splash damage]] and can be used to secure the kill with one last shot. As for [[sniper|sniping]], the F has some ability, with it's cERPPC, but otherwise falls short of this role.<br />
<br />
===Variant G - ''"Gowron"''===<br />
The Gowron is a close combat monster of a tank. Its three [[Flamers]] can obscure an enemy's vision and overload their [[heat sink]]s while the [[UAC20]] and two [[DSRM4]]s make short work of their armor. The Gowron is especially good against slower moving targets as the SRMs can inflict more pinpoint damage. Players driving the Gowron are advised to use its sizeable chassis and considerable speed to [[zero-throttle]] isolated enemies to ensure the SRMs can be aimed with greater precision. Enemy [[BA]] will find it difficult to approach the Gowron due to its flamers and two [[PDS]].<br />
<br />
== Canon ==<br />
Clan Nova Cat’s Shoden assault heavy vehicle appeared quite unexpectedly after the first Dominion-Combine War of 3062-3063, when the wheeled missile transport first rolled off the assembly lines at the newly completed Barcella Beta factory on Irece. With a triple-rack of advanced tactical missiles and a quartet of machine guns, plus the armor to withstand serious punishment, the Shoden excelled in both defensive and assault operations. Khan Santin West realized that his Clan must attempt to further adopt some Inner Sphere style combat tactics if the Nova Cats were to survive, particularly that of combined units.<br />
<br />
Date Introduced 3068 during the Era known as "Jihad" (3068 - 3085) - Unit Role: Combat Vehicle - Wheeled Brawler<br />
<br />
[https://www.sarna.net/wiki/Shoden BattleTech Reference]<br />
<br />
{{Clear}}<br />
<br />
{{Template:Navbox Assets Clan}}</div>Sabristhttps://wiki.mechlivinglegends.net/index.php?title=Regulator&diff=13174Regulator2022-04-25T14:42:20Z<p>Sabrist: 0.15.0 update</p>
<hr />
<div>{{Vehicle<br />
| Image = File:Regulator.png<br />
| ImageGif = File:Regulator_spin.gif<br />
| Tonnage = 45<br />
| Class = Hovercraft<br />
| Faction = Inner Sphere<br />
| Tickets = 6<br />
| Tier = 5<br />
| Speed = 100<br />
| BoostSpeed = 150<br />
| Rotation = 360<br />
| Pitch = -25° to 65°<br />
<br />
| Price Prime = 56 300<br />
| ArmorT Prime = 21 374<br />
| Engine Prime = GM 170 Fusion<br />
| Weapons Prime = <ul><br />
<li> 1x [[HVAC10]]<br />
<li> 3x [[HMG]]<br />
</ul><br />
| Equip Prime = <ul><br />
<li> [[EOptics]]<br />
<li> 1 [[HS]]<br />
<li> 2 [[free tons]]<br />
<li> 7t [[Armor]]<br />
</ul><br />
<br />
| Price A = 56 700<br />
| ArmorT A = 25 511<br />
| Engine A = GM 170 Fusion <br />
| Weapons A = <ul><br />
<li> 1x [[RAC5]]<br />
<li> 3x [[SRM2]]<br />
</ul><br />
| Equip A = <ul><br />
<li> [[PDS]]<br />
<li> 1 [[HS]]<br />
<li> 3 [[free tons]]<br />
<li> 8.5t [[Armor]]<br />
</ul><br />
<br />
| Price B = 57 100<br />
| ArmorT B = 22 751<br />
| Engine B = GM 170 Fusion <br />
| Weapons B = <ul><br />
<li> 1x [[LBX20]]<br />
<li> 2x [[MG]]<br />
</ul><br />
| Equip B = <ul><br />
<li> [[LAMS]]<br />
<li> 1 [[HS]]<br />
<li> 1 [[free ton]]<br />
<li> 7.5t [[Armor]]<br />
</ul><br />
<br />
| Price C = 55 800<br />
| ArmorT C = 21 374<br />
| Engine C = GM 170 Fusion <br />
| Weapons C = <ul><br />
<li> 1x [[MRM30]]<br />
<li> 2x [[MPL]]<br />
</ul><br />
| Equip C = <ul><br />
<li> [[EOptics]]<br />
<li> [[PDS]]<br />
<li> 1 [[HS]]<br />
<li> 2 [[free tons]]<br />
<li> 7t [[Armor]]<br />
</ul><br />
<br />
| Price D = 59 400<br />
| ArmorT D = 21 374<br />
| Engine D = GM 170 Fusion <br />
| Weapons D = <ul><br />
<li> 2x [[ERSL]]<br />
<li> 1x [[TBolt20]]<br />
<li> 1x [[TAG]]<br />
</ul><br />
| Equip D = <ul><br />
<li> [[EOptics]]<br />
<li> 1 [[HS]]<br />
<li> 3 [[free tons]]<br />
<li> 7t [[Armor]]<br />
</ul><br />
<br />
| Price E = 56 100<br />
| ArmorT E = 21 374<br />
| Engine E = GM 170 Fusion <br />
| Weapons E = <ul><br />
<li> 1x [[ERPPC]]<br />
<li> 1x [[AC10]]<br />
</ul><br />
| Equip E = <ul><br />
<li> [[EOptics]]<br />
<li> 1 [[HS]]<br />
<li> 0 [[free tons]]<br />
<li> 7t [[Armor]]<br />
</ul><br />
<br />
| Price F = 56 300<br />
| ArmorT F = 21 374<br />
| Engine F = GM 170 Fusion <br />
| Weapons F = <ul><br />
<li> 3x [[ERLL]]<br />
</ul><br />
| Equip F = <ul><br />
<li> [[EOptics]]<br />
<li> 3 [[HS]]<br />
<li> 0 [[free tons]]<br />
<li> 7t [[Armor]]<br />
</ul><br />
<br />
| Price G = 54 600<br />
| ArmorT G = 21 374<br />
| Engine G = GM 170 Fusion <br />
| Weapons G = <ul><br />
<li> 1x [[ArrowIV|ArrowIV-C]]<br />
</ul><br />
| Equip G = <ul><br />
<li> [[EOptics]]<br />
<li> 1 [[HS]]<br />
<li> 2 [[free tons]]<br />
<li> 7t [[Armor]]<br />
</ul><br />
<br />
| Hull = 2825<br />
| Armor F = 4580<br />
| Armor S = 3435<br />
| Armor B = 3435<br />
| Armor T = 3664<br />
<br />
| Version150 = 0.15.0<br />
|}}<br />
<br />
An [[Inner Sphere]] counterpart to the Clan's ''[[Epona]]'', the Regulator focuses on packing large IS weapons. Many of the variants focus around ranged weapons and supporting roles. The two short range combat variants feature terrifying speed combined with firepower. While the tank itself can bring withering supporting fire to a fight, most of it's weapons require precision targeting, and doing so while keeping the vehicle agile and upright is difficult. With the smallest turret of any of the hovercraft, the Regulator is nearly impossible to recover from being flipped over on its own. <br />
<br />
<br />
==Roles and Gameplay Hints==<br />
<br />
===Prime===<br />
This variant mounts a [[HVAC10]] as it's main gun. Backed up with a trio of [[MG]]s great for whittling down armor. Able to deliver large pinpoint damage at any range, the Prime is capable of darting in and out of combat, or retreating quickly out of range while returning fire. Wary pilots will mind the reload time, as a missed shot in close range combat can be devastating. Two [[Free_tons|spare tons]] of reload space and [[EOptics]] give it plenty of combat longevity and 1[[HS]].<br />
<br />
===Variant A - ''"Musketeer"''===<br />
The Musketeer is the most aggressive and heavily [[armor|armored]] of the two short range Regulator variants. It is equipped with a focus on whittling away armor with the high [[DPS]] of a [[RAC5]]. Three [[SRM2]]s provide quick firing and accurate splash damage which can be [[chain fire|chain fired]] during a brawl to increase [[screen shake]]. The Regulator's low profile help this variant get into combat without the enemy getting wind of it. Careful pilots will use cover while the main weapon cools down, as the three [[SRM2]]s do not provide enough damage on their own to justify exposing one's self. Three [[Free_tons|spare tons]] for it's ammo bin can keep this variant in combat for a while, but pilots will find themselves returning to base for reloads quite often.<br />
<br />
===Variant B===<br />
A short range combat asset, the B relies on an [[LBX20]] as it's main weapon for blasting armor off at alarming rates coupled with two [[MG]]s for additional support. The addition of [[LAMS]] helps to fend-off missile barrage. Utilize this units speed and agility to dart in, dump you payload, move out to reload, then do it again over and over until you have pounded them into submission. Being ballistic based be mindful of your supply as you only get 1 [[Free tons]] on ammo for a total of 24 shots. Extra 0.5t of armor should help surviving engagments.<br />
<br />
===Variant C - ''"Meteo"''===<br />
This variant brings a massive short range barrage to bear with an [[MRM30]]. Due to the nature of the launcher, it excels in hit and run combat, unloading it's missile load on unwary targets then retreating to cover to reload. Two [[MPL]] provide some additional power at very low heat loads. If it must retreat, the MRM30 can still deliver heavy damage with steady aim out to 600 meters. Precise fire with this variant is critical, as even with two [[Free_tons|spare tons]] of ammo, the MRM30 only has 18 missile barrages before it must return for reload. [[EOptics]] aid in planning an attack pattern and [[PDS|point defence system]] helps dealing with enemy [[BA]].<br />
<br />
===Variant D===<br />
The Regulator D is best used with a teammate [[TAG]]ing or NARCing. On it's own, the [[TBolt20|TBolt class 20]] brings Gauss rifle damage to bear with some splash. However, with a teammate directing missiles in, this variant can do so from around corners and behind cover. Thunderbolt missiles can track a painted target up to 1940m, however this requires cooperation with a teammate, or a very steady hand with your own [[TAG]]. With a maximum of twelve missiles onboard, pilots are advised fill each of its 3 tons of storage with ammunition. Two [[ERSL]] won't do much but provide some defense against [[Battle Armor]] and drilling through the last few grams of armor left behind by your primary weapon's blasts.<br />
<br />
===Variant E===<br />
{{fluff}}<br />
The E is a designated support asset. Able to provide area denial out to one kilometer with both an [[LRM20]] and [[ERPPC]], the E lacks accurate damage to smaller components. Beware warmer climates and shorter ranges, as the [[ERPPC]] and [[LRM20]] both generate a lot of heat, and are of limited utility at shorter ranges. While it does have an [[Free_tons|extra ton]] of LRM20 ammo, it does not have any additional heat dissipation.<br />
<br />
===Variant F - ''"Flare"''===<br />
The F brings precision firepower to the field with three [[ERLL]] and [[EOptics]] for spotting prey. At home at medium to long range, the F is able to either surgically remove components and arms, or keep near constant pressure on enemies. With two [[HS|heat sinks]], and the ERLL producing less heat then Clan tech, the F only ever has to return to base for repairs. While not incapable of defending itself at short range, pilots are advised to use the asset's speed to escape short range encounters. <br />
<br />
===Variant G - ''"Ghandi"''===<br />
Bringing an [[ArrowIV]] onto the field for the least amount of cash, the G is a long range support vehicle. [[Free_tons|Two tons]] of reloads allow it some longevity as it provides heavy splash damage and LAMS saturation on it's foes. However, the Arrow launcher is it's only weapons system, and the asset's speed it's only defense against anything that can close the distance. While it can work on it's own with [[EOptics]] blind firing, this variant is most dependent upon it's teamwork for both defense and efficient targeting with as TAG or NARC.<br />
<br />
<br />
==Canon==<br />
The Regulator hovertank was the result of the Capellan Confederation refining its surviving industries to produce better combat vehicles after the Fourth Succession War and the revival of Star League technology from the Helm Memory Core. The General Motors 170 fusion engine gives it considerable speed and agility, however, making up somewhat for the thin protection on the flanks. The Tank first saw action in 3057, during Operation Guerrero. Its involvement in actions on Tsingtao brought to light the tank's offensive abilities when a lance of the tanks destroyed three AFFC 'Mechs.<br />
<br />
Notable Pilots: BloodRaven - MERC, Plotting-Raccoon - IS, Buff Skeleton - MERC, [12vr]Hammerzeitgeist - MERC<br />
<br />
Date Introduced 3057 during the Era known as "Clan Invasion" (3050 - 3061) - Unit Role: Sniper<br />
<br />
[http://www.sarna.net/wiki/Regulator Battletech Reference]<br />
<br />
<br />
{{Template:Navbox_Assets_IS}}</div>Sabrist