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MWO News: Top 10

A feed of the top 10 latest news articles from MechWarrior Online.
  • Patch Notes - - 17-JUL-2018
    Upcoming Patch - 17-JULY-2018 @ 10AM – 1PM PDT Patch Number: Standalone Client Patch Size: ~TBD MB/GB Steam Client Patch Size: TBD HellfireHer smold'ring eyes will scorch your...
  • Public Test Session is LIVE with Rewards!
    Public Test Session - Alpha Balance Series NOW LIVE Friday 10:30AM PDT, July 13th - Monday 12:00 (noon) PDT July 16th Greetings 'MechWarriors! The Alpha Balance Series PTS is now live! You can checkout...

MWO Forum Feed

  • Public Test Session - Alpha Balance Series
    Friday 10:30AM PDT, July 13th - Monday 12:00 (noon) PDT July 16th

    Greetings 'MechWarriors!

    The Alpha Balance Series PTS is now live! You can checkout the details and how to access it by clicking HERE.

    To thank you for your time and feedback, we've set up a special reward for your participation in this Public Test Session.

    All players who have played at least 10 matches with minimum of 50 Match Score on the PTS client this weekend will receive the following prizes to their live client account on Tuesday July 17th, on Patch Day:

    - 2,000,000 C-Bills
    - A new unique Warhorn: Cicada Bug

    Note: An Event page will be posted here shortly to track your number of matches with the requirement on PTS.
    There is an event active INGAME on the PTS which will allow you to track your eligibility for the rewards.
    The Rewards will be added to your Live account after the Patch on July 17th

    Update: There was an issues with the in-game PTS event tracker where any matches completed before approx. 5:15PM PDT were not tracked. However do not worry, we will still account for those matches prior to that time at the end of the PTS and you will still receive your rewards if you've completed the 10 matches.

    Pro tip:
    Has it been a while since you updated your Public Test Build? Instead of patching normally, you can run the MWO Repair tool to copy files from your main MWO build, saving on patching and downloading time. Just make sure the option to "Try to fetch files from other MWO installs on this computer" is enabled in the Repair Tool.

  • Upcoming Patch - 17-JULY-2018 @ 10AM – 1PM PDT
    Patch Number:
    Standalone Client Patch Size: ~TBD MB/GB
    Steam Client Patch Size: TBD
    Hellfire Her smold'ring eyes will scorch your soul!!
    You can check out the Countdown post for more details about the Hellfire as they are released!
    Order the Hellfire on the Store page here!
    Bolt-On Retrofits
    The following 'Mechs now have Bolt-On Support:
    • Assassin
    • BattleMaster
    • BlackJack
    • Catapult
    • Cyclops
    • Flea
    • Hunchback
    • Jagermech
    • Locust
    • Raven
    • ShadowHawk
    • Spider
    • Stalker
    Bolt-Ons location adjustments
    Some of the node locations for Bolt-Ons have been adjusted to the following 'Mechs:
    • Assassin
    • BattleMaster
    • BlackJack
    • Catapult
    • Cyclops
    • Firestarter
    • Flea
    • Hunchback
    • Jagermech
    • Kodiak
    • Locust
    • MadDog
    • Raven
    • Rifleman
    • ShadowHawk
    • Spider
    • Stalker
    • Urbanmech
    New Bolt-Ons
    The following new bolt-ons have been added to all retrofitted 'Mech chassis:
    • Dorsal Fins
    • Head Trophies (Inner Sphere)
    • Head Trophies (Clan)
    • Jet Engine (Single)
    • Jet Engine (Double)
    • Jet Engine (Triple)
    • Exhaust Pipes (Black)
    • Exhaust Pipes (Chrome)
    • Knuckles (Right & Left)
    • Chainsaw Hand (Right & Left)
    • Chainsaw Forearm (Right & Left)
    (Sneak peek of the Dorsal Fin Bolt-On)
    Bolt-ons are exclusive to locations on a 'Mech.  If a bolt-on conflicts with a weapon/AMS/Laser-AMS system, it will not equip to that point.
    Omni-Mechs are also restricted when it comes to omni-pod selection and the placement of any bolt-ons on that part of a 'Mech.
    • LRM 5
           - Heat reduced to 2.2 (from 2.4)
    • LRM 10
           - Heat reduced to 3.6 (from 4)
    • LRM 15
           - Heat reduced to 4.5 (from 5)
    • LRM 20
           - Heat reduced to 5.4 (from 6) 
    Clan LRMs
    • Clan LRM 5
           - Heat reduced to 2.25 (from 2.4)
           - Spread increased to 4.55 (from 4.2)
    • Clan LRM 10
           - Heat reduced to 3.7 (from 4)
           - Spread increased to 4.55 (from 4.2)
    • Clan LRM 15
           - Heat reduced to 4.65 (from 5)
           - Spread increased to 5.55 (from 5.2)
    • Clan LRM 20
           - Heat reduced to 5.6 (from 6)
           - Spread increased to 5.55 (from 5.2)
    LRM Design Notes: The core role of the LRM in the greater weapon lineup is to have a ranged DPS weapon option at an economic tonnage investment point with the core drawbacks coming in the form of inconsistent DPS due to weapon spread and a number of options available to the opposing player that blunt incoming damage (AMS) or counteract the locking mechanics that can often hard counter the weapon system.  After review of community suggestions and aligning it with our own internal data, we feel that the general proposal aligns with our overall goals for the weapon and agree that they could use a bit of a boost to their sustainability provided they can maintain solid weapon locks.  
    Where we will deviate in opinion from the commonly reference community proposal is in its assessment of the Clan factions version of the weapons. Despite the IS and the Clans being treated as separate factions, we want to keep design consistency when it comes to the core roles for the weapons that are shared between the factions. Having such a separation goes against the core role we want the weapon to occupy.  While we understand where the feedback is coming from when it comes to certain clan performers, this is not consistent with the entirely of the clan lineup.  As 'Mechs that are limited more on a tonnage basis due to weight class or locked equipment need to be accounted for just as much as those that can effectively utilize more heat sinks.  So we have opted instead to shift the properties on the clan launchers to be more consistent with other clan missile systems such as SRM which come in at significantly less tonnage then their IS counterparts.  The Clans will still benefit from improvements with overall sustainability of the weapon system to play into the weapon's core role, but that damage, much like their SRM counterparts, will be less focused overall to account for their significantly lighter tonnage launchers.
    As mentioned with the design notes for the previous LRM velocity changes, these are changes that we are closely monitoring at all levels and do have plans to bring elements of the LRMs into line should we determine that they are swinging in an undesirable direction. Up until this point we feel it has not crossed that line yet, but we do recognize the increased feedback on the current state of LRM play and should these changes push it over that point, we will take action to bring the weapon system into line.
    SRM / Streak SRM
    • SRM 6
           - Heat reduced to 3.75 (from 4) 
           - Cooldown reduced to 3.75 (from 4)
           - Heat penalty increased to 2.6 (from 1.75)
    • Clan SRM 6
           - Heat reduced to 3.75 (from 4)
           - Cooldown reduced to 3.75 (from 4)
           - Heat penalty increased to 2.6 (from 1.75)
    • Streak SRM 6
           - Heat reduced to 3.75 (from 4) 
           - Cooldown reduced to 3.75 (from 4)
           - Heat penalty increased to 2.6 (from 1.75) 
    • Clan Streak SRM 6
           - Heat reduced to 3.75 (from 4) 
           - Heat Penalty increased to 2.75 (from 1.85) 
    SRM Design Notes: While well represented, we feel that the current use of SRM 6's depends too much on a 'Mechs ability to bring a significant amount of launchers into play. Most of the time when hard points are of little concern, we find that SRM 4s  tend to be the more individually effective weapon system at the niche we wish SRM's to occupy, while effective SRM 6 use tend to solely be reserved for Mass damage alpha strikes often shrugging off the current heat penalties when hard-points allow for it.  This is not the spot we wish to see the SRM 6 occupy.  Not only because it only places value in the weapon if you have the capability to bring a large amount of launchers, but also because it puts it into more direct comparisons to the potential up-front damage of high tube MRM launchers.  We feel this leads into a situation where large numbered SRM vs. MRMs overall roles tend to overlap with not enough distinction between the capabilities of SRM6s  vs. MRM's at closer ranges. 
    To this end, we are improving the overall heat and cooldown properties of the SRM 6 to better align with the other SRM launchers to reinforce SRM 6's as the most heat efficient and tonnage efficient launcher, but still leaving the faster cooldowns and tighter missile spreads firmly in the realms of the SRM 4 and 2. But still more effective DPS at a much more efficient heat rate then MRMs.  Because of this reduction in heat, and us not desiring the primary function of SRM's to remain only when you are deliberately breaking the heat scale on the weapon, we are increasing the penalty to the weapon's heat scale.  This change is tuned to have comparable total heat when you fire 5-6 launchers simultaneously to where it was prior to these changes, but past this point higher number of launchers will face stiffer penalties, and deliberately breaking the heat scale will completely negate the heat buff we are attempting to give the base launcher.  This was done so that the overlap that currently exists between the mass damage alphas of SRM's vs. MRMs can remain comparable to where it is now in short engagement windows, but with split fire, or a lower number of launchers, the SRM 6's will have a much more efficient DPS and sustainable heat which should allow them to more easily beat out MRM based builds when engaging at close ranges. 
    • ATM 3
           - Missile Volley duration reduced by 50%
    ATM design notes: On our end the core thing we find holds the ATM 3 back is the ability for AMS to effectively hard counter the launcher.  We are tightening the spread by 50% to account for the low number of missiles to make this form of launcher a bit more effective at being able to cut through AMS fire a bit more efficiently. 
    • AMS 
           - Ammo increased to 2200 per ton (from 2000)
           - Ammo increased to 1100 per half ton (from 1000)
    • Clan AMS
           - Ammo increased to 2200 per ton (from 2000)
           - Ammo increased to 1100 per half ton (from 1000)
    • Laser AMS
           - Heat reduced to 2.85 (from 3)
    • Clan Laser AMS 
           - Heat reduced to 2.85 (from 3) 
    AMS Design notes: With the increases in LRM sustainability with this patch, we also wanted to target increases in the sustainability of the AMS systems. 
    • The Match Maker will now direct matches played by EU and OC opponents to the NA servers.
    • Fixed an issue where leaving a match through the Escape menu after being destroyed in-game won't show the Supply Cache progress
    • Solaris matches now have the Match Score displayed in the End of Round screen results. 
    • Fixed a type error which displayed 'Minimize' by default instead of 'Maximize' in the Solaris Overview panel
    • Patch number is now displayed on the Log-in Screen
    • Fixed a spelling error in a Faction Summary Description for Clan Wolf and Clan Smoke Jaguar
    • Fixed an type error for the 'Reinforced' Skill Node information: (From "Reduces the Chance of Critical Hits by 1%" to "Reduces the Chance of Critical Hits by 1.5%")
    • Fixed an issue where hitting the Enter Key would not work on the Login In screen if "Remember email address" is checked
    • Fixed an issue where the Decals list was not alphabetical
    • Fixed a bug where Supply Caches text did not automatically update to announce unopened Supply Caches
    • Fixed a bug where the Blackjack BJ-A with two LB 5-X mounted on the Left Arm would display as an LB 2-X
    • Fixed an issue where 'Flank Left & Right' were not grouped together in the BattleGrid Commands
    • Fixed an issue with the Tittle/Badge screen border upon logging in
    • Fixed an issue where the Spectator could not see the Chat box populate at End of Round screen
    • Changed the text for the Badge tab in the Create Private Lobby screen
    • Fixed a bug where player would receive a "invalid loadout" error if consumables were equipped in slots 2 to 5 with slot 1 empty
    • Fixed a bug where all Annihilator 'Mechs did not have an Engine sound effect
    • The HBK-4P(S) is now available to be played in Comp Play
    Special Events
    More track-able stats have been added! We will now be able to set up events where challenges can be separated by weapon class types instead of specific ones. (For example: get 200 damage with any energy type weapon!)
    Stats per Weapon class: Energy, Missiles, Ballistics
    Build Profile Sharing
    • Players can now take imported 'Mechs in to the Testing Grounds from MechLab
    • New invoice displaying extra costs that will be incurred if using an imported loadout.
    • Fixed an error that displayed if a player attempted to save a loadout that consisted of omnipods that are not yet on sale.
    • Players can now import builds from the FLE-17 to FLE-17(S) properly, without them being classified as different 'Mechs 
    Art Fixes
    • River City waterways have more traversal locations into and out of the water. (Grid G3-G4)
    • 'Mechs no longer get stuck between two silos or buildings on Solaris City in grids A5 and A4
    • Mountain tops in grids D6/E6 have been changed to restrict players from accessing those locations. 
    • 'Mechs no longer get stuck in an area on Grid C5 in Tourmaline Desert
    • 'Mechs no longer get stuck in a wall on Grid C3 in a 2v2 match on Boreal Reach
    • Domination mode spawns have been moved. (2 images for Team A and B)
    (Team A)
    (Team B)
    • Fixed an issue with the Locust LCT-PB position of the Light Machine Guns on the Center Torso
    • Fixed an issue where the Locust 'Mech laser AMS was displayed as regular AMS instead 
    • Fixed an issue where the Raven's animation appeared slower after lancing from Jump Jetting or falling
    • Fixed an issue where the Battlemaster BLR-1GHE's main structure would be clipped by large mounted missile type weapons.
    • Fixed an issue where the Blood Asp Energy hard point should be at the top instead of the bottom
    • Fixed an issue where the Locust LCT-3S had weapons overlap if an SRM and Rocket Launcher 10 was equipped in the Right Arm
    Patch Files (Direct Download)
    To make the patching process easier for players with limited download caps, we'll be providing direct download links for the patch file(s) that comprise this patch. This will allow you to download the patch file(s) elsewhere, for manual injection into the MWO patcher through a Patch Cache folder.
    Aside from allowing you to download the patch file(s) elsewhere, on another connection, there are no additional benefits to performing the patch this way; the patching process itself will be the same.
    This direct patch download process will only work for players running the standalone client. It does not apply to players running MWO through Steam.
    Patch File(s): To be provided on patch day
    How to use these patch files
    • Download the above file(s)
    • For sake of ease we recommend creating a dedicated folder for the patch file(s), such as 'MWO Patch Cache'
    • You do not need to unzip or unpack the patch file(s)
    • Launch the MWO Portal
    • Select the three horizontal lines in the top left of the Portal Window
    • Choose the 'Specify Patch File Cache' option
    • In the field that appears, paste or enter the location in which you saved the patch file(s) and hit OK
    • For example, C:\Users\\Documents\MWO Patch Cache
    • Click the blue Patch button
    • The launcher will now check the Patch Cache folder you defined. If it locates the required patch files, it will unpack and use those files to apply the patch.
    • Once the patch is complete, launch the game
  • Greetings MechWarriors!

    Solaris Rewards will be distributed to participants at the end of Season 1 after the July Patch on July 17th!

    To qualify for the prizes, players must have played a minimum of 25 matches in the given Solaris 7 Divisions.

    Per Division

    Decal Reward

    MC Reward

    C-Bills Reward

    GXP Reward

    Warhorn Reward


    1st in Division Decal
    (and all Decal rewards below except 2nd and 3rd place Decal)

    5000 MC

    25,000,000 C-Bills

    - Champion Warhorn

    - Solaris Season 1 Warhorn


    2nd in Division Decal
    (and all Decal rewards below
    3rd place Decal)

    2500 MC

    20,000,000 C-Bills

    - Champion Warhorn

    - Solaris Season 1 Warhorn


    3rd in Division Decal
    (and all Decal rewards below)

    1000 MC

    12,500,000 C-Bills

    - Champion Warhorn

    - Solaris Season 1 Warhorn

    Top 10

    Top 10 in Division Decal

    500 MC

    8,000,000 C-Bills

    - Solaris Season 1 Warhorn

    Top 25

    Top 25 in Division
    (and all Decal rewards below)

    250 MC

    6,000,000 C-Bills

    - Solaris Season 1 Warhorn

    Top 100

    Top 100 in Division

    (and all Decal rewards below)

    100 MC

    3,000,000 C-Bills

    - Solaris Season 1 Warhorn

    Top 500

    Top 500 in Division

    (and all Decal rewards below)

    1,000,000 C-Bills

    250,000 GXP

    Solaris Season 1 Warhorn

    Top 1000

    Top 1000 in Division Decal

    (and all Decal rewards below)

    500,000 C-Bills

    150,000 GXP

    Top 2500

    Top 2500 in Division Decal
    (and all Decal rewards below)

    250,000 C-Bills

    75,000 GXP

    Top 5000

    Top 5000 in Division Decal
    (and all Decal rewards below)

    100,000 C-Bills

    30,000 GXP

    Top 10000

    Solaris Veteran Decal

    50,000 C-Bills

    10,000 GXP

    Note that these rewards do STACK if you participated in multiple Divisions.

    Example: If you have ranked in the Top 500 for each of the 7 different Divisions, you will receive all the rewards eligible for the Top 500 rank seven times.

    Shortly after the July Patch, the Solaris Season 1 Leaderboards will be displayed on the website so you can continue reviewing the results once Season 2 has started.
  • здесь обсуждаем новые патчи без флуда.

  • Countdown to Hellfire Release July 17th

    Hellfire: Size Comparison
    the new mech lab has made it difficult to get direct scale comparisons
    but we hope these screenshots will give you a general idea of the mech's size.



    Hellfire: Quirks

    Hellfire: Screenshots

    Hellfire: Titles and Badges

    Hell Fork


    Little Devil


    *Collectors edition comes with both titles and badges

  • Поскольку тема "Обсуждение новостей" в данный момент закрыта, а новостей сейчас хлынет весьма обильный поток ( как-никак, тест запускают ) и обсуждать эти новости, соответственно, негде, для обсуждения предлагается использовать эту тему.

    Просьба модераторам после открытия топика "Обсуждение новостей" удалить эту временную платформу для дискуссий, прикрепив все сообщения из нее, кроме стартового, в хвост основной темы.
  • Public Test Session - Alpha Balance Series
    Friday July 13th 10:30AM (PDT) - Monday July 16th 12:00 (noon) PDT

    Greetings Mechwarriors,

    Welcome to the Public Test Session for the Alpha Balance Series. As laid out in Paul's outline post, we will be looking to address the current gulf in effective alpha levels on Clan 'Mechs in comparison to Inner Sphere 'Mechs. Based around the community responses to the earlier post outlying our current options. We want to stress moving into this test that this overall direction is not set in stone at this point. Nor the individual changes themselves . Both the overall direction and the individual changes are set explicitly as testing values for us to monitor and collect data should we consider them for release. We will be closely monitoring the data gathered as well as feedback provided by active testers within the PTS forum. (PTS Forum Link needed.)

    To reiterate what Paul said in his "Future Balance Discussions and Planning" thread, the overall solution that we are looking to implement is one that directly addresses the damage discrepancy between the effective alpha damage cap of 94 damage on the Clan side compared to the 60-65 damage that the Inner Sphere typically caps out at. With the intent of narrowing this discrepancy down into a state that is not so lopsided towards one faction. This does not mean that the goal is to see this cap be equal on both sides, but that the gulf that currently exists between the average Clan Alpha centric build and Inner Sphere Alpha centric build should not be as vast as it is currently in-game.

    For the opening PTS, we will be testing the options previously presented to the players that garnered the most amount of direct support in the feedback thread based on the approach that the majority of players who commented on preferred:
    • Providing a Clan Gauss Rifle Recoil effect.
    • Reducing the damage on Clan lasers to have closer parity to the IS lasers.

    Again, this does not mean that these changes are set in stone. We are taking the feedback that we have received to heart, and will be conducting internal tests on other options found internally and includes numbers from the community balance document that still addresses our primary goal of bringing the alpha capabilities between the factions closer together. We anticipate that we will be running a second PTS at an undetermined date to go over more options and alternative solutions that may or may not involve any of the changes listed in the previous "options" post. This first PTS will be targeted at testing the options that we have readily available at the moment. With possible future PTS reserved for alternative options that we are currently investigating internally.

    As usual, this Public Test contains a cloned version of the main player account database. This clone was created on June 27th AM UTC. As a result, upon logging into Public Test your account will appear as it did at that time.

    • If your account was created after that time you will be unable to access the Skill Tree Public Test.

    • If your login credentials were changed after that time you will need to login to this PTS using your original credentials.

    • If your account was temporarily suspended at that time please contact moderation@mwomercs.com to resolve the suspension on PTS.

    • This PTS build contains much of the content from our June 19th patch, including all of its balance and Quirk adjustments. You can find a rundown on all those changes in our June 19th Patch Notes. However, this PTS build does not contain the Competitive Play mode.

    • All Quick Play matches will be 4v4

    • Skirmish, Conquest, and Assault are the only two Game Modes in rotation.

    • Solo and Group Queue matches will be supported. However, you will need to Group up in groups of 2 or 4 to find a match.

    • The matchmaker will not be in effect (no PSR or Weight Class matching).

    • Private Matches will be accessible.

    • Faction Play will be accessible, but to help ensure you get matches we recommend you drop QP.

    • All PTS accounts will be boosted with MC and C-Bill currency and Premium Time to aid with testing.

    • Please do not contact Support regarding any PTS questions or feedback. Please direct all PTS-related content to the dedicated Discussion Forum.

    Clan Weapon Changes:

    Clan Gauss Rifle

    Weapon Recoil added to the weapon.

    Clan Lasers

    • Clan ER-Small Laser
    - Damage reduced to 4.4 (from 5)
    - Heat reduced to 3.2 ( from 3.5)
    - Cooldown reduced to 3.2 (from 3.5)

    • Clan ER-Medium Laser
    - Damage reduced to 5.25 (from 7)
    - Heat reduced to 5.7 (from 6.3)
    - Cooldown reduced to 4 (from 4.5)

    • Clan ER- Large Laser
    - Damage reduced to 10 (from 11)
    - Heat Scale Trigger Increased to 4 (from 3)
    - This means that you will receive the first heat scale penalty when firing 4 Clan ER-Large Lasers.

    • Clan Medium Pulse laser
    - Damage reduced to 6.25 (from 7)
    - Heat reduced to 4.5 (from 4.75)

    • Clan Large Pulse laser
    - Damage reduced to 11 (from 12)
    - Heat Scale Trigger Increased to 4 (from 3)
    - This means that you will receive the first heat scale penalty when firing 4 Clan Large Pulse lasers.

    • Heavy Medium Laser
    - Damage reduced to 8 (from 10)
    - Heat reduced to 7 (from 8)
    - Duration reduced to 1.37 (from 1.45)

    • Heavy Large Laser
    - Damage reduced to 16 (from 18)

    We would like to thank all of those that have provided feedback on this matter. Feel free to continue to provide feedback both in those threads, and within the newly opened PTS forum.

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