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  1. Along with a complete overhaul of its layout and composition, the new River City map contains three new features currently unique to River City. These features will roll out to other maps in future updates.
  2.  
  3. Dynamic Time of Day
  4. Time of Day on the new River City is chosen at random, and is divided into four quadrants:
  5. Dawn
  6. Day
  7. Dusk
  8. Night
  9. For public matches, each quadrant condenses its 6-hour duration into 15 minutes (the maximum match time for Standard Queue matches).
  10. For private matches, the 6-hour quadrant duration will be condensed over whichever match duration is set in the Lobby.
  11. When accessed through Testing Grounds the new River City will currently run through all of the above cycles once, from Dawn to Night.
  12.  
  13. Breakable Objects
  14. The new River City features an array of interactive/breakable objects:
  15.  
  16. Trees - can be knocked over by 'Mech and projectile collisions
  17. Statues - can be knocked over by 'Mech and projectile collisions
  18. Street lights - can be knocked over by 'Mech and projectile collisions; the light will go out when knocked over
  19. Flood lights - can be shot out with projectiles; the light will go out when shot
  20. Fences - can be knocked over by 'Mech and projectile collisions
  21. Antennae - can be knocked over by 'Mech and projectile collisions
  22. These objects will not block or slow down 'Mechs or weapons fire.
  23.  
  24. Single-spawn DropShip drop zones
  25. Players will now drop onto the new River City from one of three DropShip drop zones for their side. The DropShips will leave the battlefield once they have unloaded their 'Mechs.
  26.  
  27.  
  28. New Hero 'Mechs:
  29.  
  30. Thunderbolt "Top Dog" TDR-5S-T
  31.  
  32. Price: 4,875 MC
  33. Tonnage: 65
  34. Engine: 260 Standard
  35. Top Speed: 64.8 kph
  36. Max Engine Rating: 315
  37. Torso Movement:
  38. 80 degrees to each side
  39. 20 degrees up and down
  40. Arm Movement:
  41. 20 degrees to each side
  42. 30 degrees up and down
  43. Armor: 416 (Standard)
  44. Internal Structure: Standard
  45. Weapons & Equipment:
  46. Head: Heat Sink
  47. Left Torso: Medium Laser x4, Heat Sink x3
  48. Center Torso: Heat Sink x2, Engine
  49. Right Torso: Medium Laser x4, Heat Sink x3
  50. Right Arm: Large Laser
  51. Left Leg: Heat Sink x2
  52. Right Leg: Heat Sink x2
  53. Hardpoints:
  54. Left Torso: 4 Energy
  55. Right Torso: 4 Energy, 1 AMS
  56. Right Arm: 1 Energy
  57. Heat Sinks: 23 Single
  58. Jump Jets: 0 (0 Max)
  59. ECM Capable?: No
  60. MASC Capable?: No
  61. Module Slots:
  62. Mech: 1
  63. Consumable: 2
  64. Weapon: 2
  65. Movement Archetype: Medium
  66. Quirks:
  67. Acceleration Rate (Low, Med, & High Speeds): +10%
  68. Deceleration Rate (Low, Med, & High Speeds): +10%
  69. Turn Rate (Low, Med. & High Speeds): +10%
  70. Armor Strength (Full Body): +12.5%
  71. Structure Strength (Full Body): +12.5%
  72. Torso Turn Angle (Yaw): +9
  73. Torso Turn Rate (Yaw): +10%
  74. Energy Range +5%
  75. 30% C-Bill bonus
  76. Wolverine "Quarantine" WVR-Q
  77. Price: 4,125 MC
  78. Tonnage: 55
  79. Engine: 275 XL
  80. Top Speed: 81 kph
  81. Max Engine Rating: 360
  82. Torso Movement:
  83. 125 degrees to each side
  84. 30 degrees up and down
  85. Arm Movement:
  86. 30 degrees to each side
  87. 35 degrees up and down
  88. Armor: 368 (Standard)
  89. Internal Structure: Endo-Steel
  90. Weapons & Equipment:
  91. Left Torso: Jump Jet
  92. Center Torso: AC/5 Ammo, SRM Ammo, Engine
  93. Right Torso: SRM 6 x2, Jump Jet x2, Double Heat Sink
  94. Right Arm: AC/5, Medium Laser x3
  95. Left Leg: AC/5 Ammo, SRM Ammo
  96. Right Leg: AC/5 Ammo, SRM Ammo
  97. Hardpoints:
  98. Right Torso: 2 Missile, 1 AMS
  99. Right Arm: 1 Ballistic, 3 Energy
  100. Heat Sinks: 12 Double
  101. Jump Jets: 3 (7 Max)
  102. ECM Capable?: No
  103. MASC Capable?: No
  104. Module Slots:
  105. Mech: 1
  106. Consumable: 2
  107. Weapon: 2
  108. Movement Archetype: Medium
  109. Quirks:
  110. Acceleration Rate (Low, Med, & High Speeds): +5%
  111. Deceleration Rate (Low, Med, & High Speeds): +5%
  112. Turn Rate (Low, Med. & High Speeds): +5%
  113. Additional Armor (CT): +9
  114. Additional Armor (RT): +13
  115. Additional Armor (RA): +18
  116. Torso Turn Angle (Yaw): +6
  117. Torso Turn Rate (Yaw): +5%
  118. Ballistic Velocity: +10%
  119. Ballistic Cooldown: +10%
  120. Laser Duration: -10%
  121. Missile Velocity: +10%
  122. 30% C-Bill bonus
  123. Gameplay
  124.  
  125. Assault Game Mode
  126. Turrets have been removed
  127. Ballistic Weaponry
  128.  
  129. Inner Sphere Autocannon/10 - Ammunition per ton increased from 15 to 20
  130. Clan Autocannons and Clan Ultra Autocannons have had their number of projectiles per volley reduced:
  131. Clan-AC/2 reduced from 2 rounds per volley to 1, damage is now 2.0 per round
  132. Clan-AC/5 reduced from 3 rounds per volley to 2, damage is now 2.5 per round
  133. Clan-AC/10 reduced from 4 rounds per volley to 3, damage is now 3.3333 per round
  134. Clan-AC/20 reduced from 5 rounds per volley to 4, damage is now 5 per round
  135. To compensate for the above changes, adjustments have been made to Clan AC/UAC/LB-X(Slug) ammo counts:
  136. Clan-AC/2 ammo per ton reduced from 150 down to 75 (1/2 ton = 37)
  137. Clan-AC/5 ammo per ton reduced from 90 down to 60 (1/2 ton = 30)
  138. Clan-AC/10 ammo per ton 60 matches IS AC/10 change (1/2 ton = 30)
  139. Clan-AC/20 ammo per ton reduced from 35 down to 28 (1/2 ton = 14)
  140. Energy Weaponry
  141.  
  142. PPC velocity increased to 1100, up from 950
  143. ER-PPC velocity increased to 1200, up from 1050
  144. Clan ER-PPC velocity increased to 1200, up from 1050
  145. Jump Jets
  146. Class I Jump Jets:
  147. Initial boost off the ground increased from 158 to 220
  148. In-air thrust increased from 50 to 68
  149. Duration of burn (fuel amount) reduced from 4.9 to 4.1
  150. Class III Jump Jets:
  151. Duration of burn (fuel amount) increased from 3.2 to 3.75
  152. Class IV Jump Jets:
  153. Duration of burn (fuel amount) increased from 3.2 to 3.75
  154. 'Mech Mobility
  155. When a leg is destroyed on a 'Mech, the 'Mech will slow down to 15km/h before being able to slowly regain speed back to 40km/h max
  156. Additional hits to a legged 'Mech will no longer slow it back down to 15km/h
  157.  
  158.  
  159. 'Mech Fixes and Changes
  160.  
  161. Awesome
  162. Weapon visualization passes
  163. Banshee BNC-3M Champion
  164. Fixed an issue where this Champion was providing Bonus C-Bills instead of Bonus XP
  165. Centurion
  166. Ballistic weaponry has been remodeled
  167. Cicada
  168. Weapon visualization passes
  169. Commando
  170. Weapon visualization passes
  171. Dragon
  172. Weapon visualization passes
  173. Ebon Jaguar
  174. Fixed minor cockpit clipping issues
  175. Fixed an issue where the 'Mech would spin non-stop after death
  176. Executioner
  177. Fixed minor cockpit clipping issues
  178. Hellbringer
  179. Phranken pattern improved
  180. JagerMech
  181. Fixed a cockpit texture issue
  182. Spider
  183. Leg hit meshes have been fixed
  184.  
  185.  
  186. Quirk Changes
  187.  
  188. Timber Wolf
  189.  
  190. TBR-Prime
  191. Left Arm and Right Arm: Reduced Laser Duration from +6% to +4% and Energy Cooldown from -6% to -4%
  192. Left Torso: Removed +3% Laser Duration and -3% Energy Cooldown
  193. TBR-A
  194. Left Arm, Center Torso, and Right Arm: Removed +3% Laser Duration and -3% Energy Cooldown
  195. Left Torso: Reduced Laser Duration from +12% to +8% and Energy Cooldown from -12% to -8%
  196. TBR-C
  197. Left Arm: Reduced Laser Duration from +6% to +4% and Energy Cooldown from -6% to -4%
  198. Center Torso: Removed +3% Laser Duration and -3% Energy Cooldown quirks
  199. TBR-D
  200. Left Arm, Center Torso, and Right Arm: Removed +3% Laser Duration and -3% Energy Cooldown
  201. TBR-S
  202. Left Arm and Right Torso: Removed +3% Laser Duration and -3% Energy Cooldown
  203. Right Arm: Reduced Laser Duration from +6% to +4% and Energy Cooldown from -6% to -4%
  204. Stormcrow
  205. SCR-Prime
  206. Head: Removed +3% Laser Duration and -3% Energy Cooldown
  207. Left Arm and Right Arm: Reduced Laser Duration from +6% to +4% and Energy Cooldown from -6% to -4%
  208. SCR-A
  209. Left Arm: Reduced Laser Duration from +9% to +6% and Energy Cooldown from -9% to -6%
  210. SCR-B
  211. Head: Removed +3% Laser Duration and -3% Energy Cooldown
  212. Left Arm: Removed +6% Laser Duration and -6% Energy Cooldown
  213. Right Arm: Reduced Laser Duration from +9% to +8% and Energy Cooldown from -9% to -8%
  214. SCR-C
  215. Left Torso, Right Torso, and Right Arm: Removed +3% Laser Duration and -3% Energy Cooldown
  216. SCR-D
  217. No changes.
  218.  
  219.  
  220. MechLab
  221.  
  222. 'Expanded' View resolution support
  223.  
  224. The minimum supported resolution for 'Expanded' view is now 1280x720
  225. The Warehouse and 'Mech Stats windows are now exposed through roll-out tabs when running 'Expanded' layout at resolutions from 1280x720 to 1440x900
  226.  
  227.  
  228. Host State Rewind Fixes and Improvements
  229.  
  230. HSR algorithm now rewinds animation state when compensating for ping
  231. Fixed some issues with the HSR algorithm that would contribute to missed shots
  232.  
  233.  
  234. Optimizations
  235.  
  236. Reduced client upstream bandwidth usage by approximately 40-45%
  237. Reduced client downstream bandwidth usage by approximately 20-25%
  238.  
  239.  
  240.  
  241. General Fixes and Changes
  242.  
  243. Fixed an issue where 'Mechs could sometimes be seen through walls under Thermal Vision
  244. Fixed an issue where lighting under DX11 was slightly darker with MSAA/TXAA on
  245. Fixed SLI issues under DX11. DX9 SLI profile fixes are pending work from NVIDIA
  246. Fixed an issue where the 'With Premium Time Enabled' box in the End of Round Player Stats summary was not displaying the correct XP value
  247. Fixed an issue where the Spider Mastery Bundle could not be purchased from the Store if the player had no empty Mech Bays
  248. Fixed an issue where a 'Mech could power-up prematurely after firing a large number of PPCs
  249. 'Mechs now display sparks or collision particles when colliding with geometry
  250. 'Mechs now generate audio effects when colliding with geometry
  251. With the introduction of the new River City, the old River City and River City Night maps are no longer available for Public, Private, or Testing Grounds sessions
  252.  
  253. See you on the battlefield!
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