







Tuesday, December 12th, 2017 @ 10AM – 1PM PDT Patch Number: 1.4.143 Standalone Client Patch Size: ~190 mb Steam Client Patch Size: TBA Please note that due to compression differences the Steam patch size may be larger than the standalone client patch size.





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Greetings MechWarriors,





The Hellspawn has arrived, and is now en-route to the Hangars of eligible MechWarriors!







With the holidays approaching and a big focus on the recent (and awesome!) Mech_Con 2017 , this December patch is on the light side, featuring the release of the Hellspawn 'Mech, minor balance adjustments, and an assortment of general fixes.





Read on for all the details of the December patch and we'll see you in the new year, MechWarriors!





- The MechWarrior Team

























MC Release Date: May 1st 2018

C-Bill Release Date: June 5th 2018





You can check out the Quirk information for the Hellspawn as part of our Countdown post here .





The Hellspawn also brings with it 3 new Colours for purchase with MC in-game. Early Adopters of a Hellspawn Pack receive these colours for free.

























• Command Wheel: Flank Left is now on the left side of the wheel, Flank Right on the right.



• MRMs: Fixed an issue where MRM launchers of different types could desync after multiple shots.













This month sees general improvements for five Inner Sphere 'Mech chassis.









Panther

• All variants have received a moderate increase to Mobility.







Panther Design Notes: Given the lower Engine cap and the need to shield its RA we are providing all Panthers with a moderate increase to their Mobility to make them much more nimble.





Cicada

• All variants have received a moderate increase to Mobility.







Cicada Design Notes: With a number of 40-45 ton 'Mechs introduced to the game since the last time the Cicada received notable balance adjustments, we feel the Cicada has fallen a bit behind in one of its key design aspects. We are therefore providing it with a bit of a Mobility buff to make it better able to juke and respond to threats, given that many of its variants are ground-bound and without JJ options compared to many other 'Mechs in its respective weight class.





Uziel

• All variants have received a +10% Weapon Range Quirk.



• All variants have received a light increase to Mobility.







Uziel Design Notes: As indicated in the September Patch Notes we want the Uziel to fulfill a much more mobile harassment niche to differentiate it from the already extensive roster of 50-ton 'Mechs currently available to the Inner Sphere. We have targeted this months change to better support it in executing this intended role.





Orion

• All variants have received a -10% Weapon Heat Gen Quirk.



• Existing Energy and Missile Heat Gen Quirks on the ON1-M and ON1-VA have been phased out with the rollover into the global Heat Gen Quirk listed above.





Orion Design Notes: With only average Mobility and a fairly low Engine cap, we want the Orion to be better able to sustain itself when it does commit to a fight and put its extensive amount of Armor attributes to good use.





Zeus

• All variants have received a -10% Weapon Heat Gen Quirk.



• Existing Energy and Missile Heat Gen Quirks on the ZEU-6T, ZEU-9S, ZEU-9S2, and ZEU-SK have been phased out with the rollover into the global Heat Gen Quirk.







Zeus Design Notes: With an already extensive amount of weapon enhancements and the best Assault 'Mech Mobility for an Inner Sphere chassis, the current Zeus tuning is intended to leverage it as a primarily weapon support platform with a high amount of Mobility. We feel however that the generous Cooldown Qurks already present can sometimes work against it, as this can often lead to the 'Mech reaching its heat cap quickly without the ability to sustain its firepower. We want to provide it with the Heat Gen Quirk to better support its already existing Quirk list and keep it as a highly mobile weapon support platform.















Heavy Machine Gun • Spread reduced to 1 (from 1.1) • Range Increased to 100 (from 80) • Max Range Increased to 200 (from 180) • Crit Multiplier increased to 7 (from 6)

Clan Light Machine Gun • Spread Increased to 0.7 (from 0.5) • Crit Multiplier reduced to 8 (from 9)

Clan Machine Gun • Spread Increased to 0.84 (from 0.6) • Crit Multiplier reduced to 8 (from 9)

Clan Heavy Machine Gun • Spread increased to 1.3 (from 1.1) • Range Increased to 100 (from 80) • Max Range increased to 200 (from 160)

Machine Gun Design Notes: These changes boil down to two things:

• General improvements for Heavy Machine Guns to bring them into better alignment with other Machine Gun types.

• A reduction in Clan Machine Gun secondary attribute effectiveness to better account for their lighter weight.



For Heavy Machine Guns we wanted to provide an across the board Range boost for both Factions, where the IS will be gaining a few additional enhancements to account for the heavier weight associated with their Faction's version of the weapons. For Clan Machine Guns we want them to carry the same general offensive punch as the IS variants per-weapon to play into the Faction's niche, but this needs to be balanced against the fact that their weapons come in at half the tonnage to their IS equivalents. For this pass, we are primarily targeting their spread values in a similar way to what we have done with Clan SRM launchers compared to their much heavier IS equivalents, but we have also slightly reduced the Critical damage multiplier to slightly reduce the speed at which mass Clan Machine Guns can strip an exposed locations components bare.











