MWO: September 3rd Patch Notes

So whats the bad news?
The servers are failing epically go here and watch the most recent stream from the beginning.
"kill the meat, save the metal"
If you ask pubbies, the bad news is that goons are playing again. There were about 3 or 4 full lances last night I heard.
I don't suppose there's any chance they'd update the animation so the mechs actually lean into runs and skid stops?
The PPC minimum damage change is bad news. So now it's dedicated long range weapon with a slow projectile. Right.And the ad-hoc to heat tables are still in place. That's also bad news.
That would be pretty awesome, can imagine shoving the breaks on and my highlander doing a cartoon style 'legs together and lean backs skid with dust everywhere' stop.The lean forward while running would make things look so much more realistic.
Gauss are still brutal...some even say they are better now that the projectile speed on them is increased. Where before it was point, lead and click, it is charge, point and release.Return of Jagers, because their squishyness isn't so pronounced with the lack of pinpoint PPC/Gauss jump snipers. Atlases are making a comeback too, since they aren't dropping instantly when they attempt to lead a brawl rush. Games resemble meat grinders with tonnage being the primary factor if teams are equally good shots and team placement isn't an issue, i.e. both teams are death balling into each other.Word on the street is Kintaros are better and aren't CT dying all the time, but taking damage well. Spiders seem still invincible to some, others claim they are death traps now. They are still safer than Jenners and Ravens. The new Protector hero Orion has a big CT but is comparably smaller (overall chassis) than other mechs and thus a good XL platform with plenty of hard points to take advantage of the 75 ton sweet spot.Ultra AC5s are dominating the PUG matches. Torso twisting to avoid damage is going out of style, since you aren't really avoiding large pinpoint alphas anymore, but DPSing your opponents like crazy.12 man meta is developing. We will see how organized play handles the patch. Some teams are still trying all sniper builds, while others are attempting mixed balanced range compositions. Have yet to see organized 12 man's try the all brawler comp, but light mechs are still valuable for capping, scouting and gang tactics.Medium lasers are still a safe bet and very effective with AC20 back up. The gauss builds are skill intensive (just need to practice and get used to them). The PPC builds are suicide in unorganized drops or if you are dropping solo. ERPPCs are way too hot, unless you are running only one with no other high heat weapons. Streaks still too inaccurate unless you have them in mass (3 but leaning towards 4 or more launchers) and resemble playing the lottery in terms of being lucky to hit light legs or open panels on larger mechs. Regular SRMs are still very good in the damage to ton to heat ratio department, but some are still complaining that HSR isn't counting every missile hit. Try chain firing your SRMs if you are still having HSR problems with them. A Cent A chain firing his SRMs into another Cent A will usually come out on top if the other Cent is group firing-something about mass volleys making missiles not register. LRMs are still about the same; they are the most situation dependent. They could be great or be utterly worthless. Pulse lasers of every variety are still in desperate need of some sort of a buff.
That would require actual work. They'd sooner pay someone to make up excuses.
interesting thoughts, thx for sharing
The Gauss firing mechanic is just asinine. The fact they used that as an attempted balance method destroyed what tiny sliver of faith I had in PGI, as it indicates they havent the slightest clue what makes an effective weapon design or how combat works. A sniper weapon without an instant fire? Are you fucking kiddding? That design wouldnt make it out of prototype stage once it was demonstrated to its users. No one would trust their life to it. "hey here is a crossbow that will punch through anything... but you have to hold it back manually..." full...retard...Instead of doing any number of sensible suggestions they've bee given to balance Alpha strike they create a gimped firing mechanism.... Done. Uninstalled and seeking refund for Phoenix. If this is their thought and design process this game has no hope of being successful.
same comment sans profanity. Still just cant get over how stupid you'd have to be to build a firing mechanism ala current Gauss as a prototype much less how many mouthbreathing half wits you'd have to employ to build, install and use it as a weapon in a fight where your life was at risk. PGI has gone full retard with this change destroying what faith I had in PGI, instead of attempting any number of sensible changes they've been given to balance alpha they roll out this idiotic firing mechanism unasked for.uninstalled and seeking refund, no faith in PGI's ability to deliver an interesting game with this as a sample of their balance and design abilities.
That is not correct; the projectile velocity of PPCs has been reduced to 1.5km/s, probably to prevent people from using a simple macro to synchronize Gauss and Pepsi shots.

The latest MWO patch goes some way to restoring a bit of balance to the game, and perhaps just a little bit of confidence from its critics. There's few new toys and a lot of balance shifting to look at. We'll start with the totally new things.


Much requested and very welcome, the movement tutorial will apparently be the first of many. It walks new players through how to move their mech around, torso twisting, and how to use jumpjets. It's pretty comprehensive, and will hopefully get players that are more used to traditional FPS games used to how MWO differs. One can't help but think of old Mechwarrior tutorials though (especially old Dead Eye in MW2: Mercs), and how they used to teach you the controls while also immersing you in the universe. The opportunity to do a bit of world building in that way has been missed. Also, while it's nice that they tell you that throttle lock is optional, it's an odd choice to force it to be locked on for the whole thing.


The delayed Orion is finally here. Well, in hero mech form, at least. If the pattern of the last couple of mechs is followed, we should see the regular variants available next week for MC purchasing, and a week after that for cbills. Physically, it's surprisingly small given it's tonnage, and hardpoint wise it's a bit like a smaller Atlas, with a spread of energy, ballistics and missiles. It looks good, but it's a bit early to say if it's it's worth it over the Cataphract - sure, it's got an extra five tons to play around with, but it needs a bigger engine to go as fast and there aren't any variants with jumpjets. We'll look at the Orion in more depth when the non-hero variants drop.

There's also a new Centurion champion mech. Deviating from the popular 2 medium laser, 3 SRM6 layout that's been a favourite for a while now, it comes with 2 medium pulse lasers and 3 SRM4s. With the boost to SRM4s cycle time, this loadout could prove quite nice. The CN9-A has always been a good robot, so it's nice to see it getting some love.

Trial mechs have cycled again too, giving new players a choice of the Raven 3L, the aforementioned Centurion champion, the Quickdraw 4H, and the Stalker 5M. Of these, the Centurion is probably the best bet - the Quickdraw runs hot, the Stalker is ok but slow, and the Raven is interesting but too slow in it's stock configuration and loaded down with garbage like NARC launchers.


Some seriously big changes here. PPC and ER PPC are now both hotter than they were before and have slower projectiles. The PPCs minimum range is now a hard cutoff; previously, it would scale damage linearly down from 10 to 0 inside of 90m, so at 45m you'd still be doing 5 damage. Now, inside of 90m it does nothing - if someone gets up in your face and you don't have backup weapons, you are finished. While the PPC absolutely needed some attention (and these changes put it pretty much back in line with where it was before it was buffed pre-HSR, which is what a lot of players were asking for, as typified in this question from the last ask the devs), it's arguable that between these changes and the heat scale they might have been hit a bit TOO hard with the nerf bat. There's certainly a case to be made for removing them from the heat scale now.

The gauss rifle now needs to be "charged" before firing - you need to hold the fire button down for 0.75 of a second, then release it within another 1.25 seconds to fire it. It's an interesting change, and makes them a bit different to other weapons, but could do with a bit more of an indicator as to when they're charged. The pips around the crosshair showing weapon group readiness work, but they're not that obvious in the middle of a fight. There ARE sound effects for the charge up, and they're nice enough, but they could do with being brought to the foreground a bit more. To go with this, the gauss projectile speed and the gauss rifle health have both been nearly doubled, so it's now a better weapon but with a quirk to it that means it takes a bit of practice to be effective with.


There's a few other little things that have made it in as well, such as the advanced zoom module. It now provides an extra level of zoom as well as the picture in picture zoom it was equipped with before, which means that you can actually see more than a blurry mess when you use it. With the increased projectile speed of the gauss, this means that genuine long range sniping is now pretty viable, but you can't just use the same weapons for it that you would up close.

There's some adjustments to third-person view as well; specifically, the camera has been moved so that you can actually see your mech's legs now. One of the criticisms that was leveled by some of the community at third person when it came in was that if it was intended to help new players work out how their torso was moving differently to the legs, how come that you could barely see the legs on a number of mechs? This change seems like a direct response to those complaints.

There's a bunch of bugfixes too, the most notable of which is some work on hit detection and host state rewind - SRMs are now in a much better place as a result, and with the cycle time improvement on the smaller SRMs, brawling is much more viable. We also get some changes to the mech walking animation. Previously every mech's animation speed was pretty much the same regardless of how fast it was going, and would sometimes not make proper connection with the ground and look like they were sliding along. The animation speed has now been changed to match up with the actual speed the mech is moving, which stops the sliding issue. Conversely, the net result is a bit strange. Mechs going full tilt now look like someone has set them on fast foward, with assaults at 60+kph being probably the funniest to look at. Highlanders with legs pistoning like mad makes them look a bit cartoonish, up until they dump all those SRMs into your face.

Overall, this patch should raise the skill ceiling on sniping, make brawling more viable, and ease new players in a bit more smoothly. At two weeks out from launch, PGI really needed to deliver a good, non-controversial patch, and this looks to be one.

I've been writing words on the internet for years at, but until I came to, no one bothered to read them. I like robots, space and the internet and am therefore perfect for the MWO desk.