|=GK= Vercinaigh||228th Vercinix|
|=GK= SurlyMowhawk||SwK Twinkyoverlord|
|=GK= Peter2000||SwK Captain Terrific|
|=GK= Quintt||SwK Imminent|
by Nikolai Lubkiewicz @ MWOMercs.com
This week's patch includes a number of major fixes and new implementations for all players to benefit from. First and foremost is the ability to rejoin a match after disconnecting. Regardless of the reason for disconnecting, you now have a 2 minute timer to allow you to rejoin the match and receive full rewards from gameplay. You can still rejoin after 2 minutes, however you will not receive rewards. This timer is in place to prevent the disconnect/reconnect system from being abused via farming. You will also receive your in-game rewards if you happened to have died before disconnecting, regardless of the timer.
Please make note though, if you were in a group prior to disconnecting, you will have to rejoin that group after the match is over if you wish to continue being grouped up with them.
We have also improved the Launch function with a Play Now feature. ...
By Paul Inouye @ MWOMercs.com
A Jump Jet Update
We are updating Jump Jets to bring the gameplay aspects surrounding them back into line where they should be. Again, it is very important to remember that Jump Jets are for maneuvering purposes only and not meant to make a 'Mech fly around the environment.
In order for us to reach our goal, two new aspects have been updated to Jump Jets.
First: Jump Jet Heat.
Table Top (TT) rules add 3 heat instantaneously upon using any number of Jump Jets. Now naturally we can't do that without severely penalizing anyone using a Jump Jet no matter the duration or how many are being fired. What we're doing for MWO is creating a baseline Heat Per Second for a single Jump Jet. This single Jump Jet causes a maxed Single Heat Sink 'Mech to hit around 3% heat. Adding 4 more Jump Jets will take this same 'Mech to around 10% heat after a full burn.
What this does is not cause a 'Mech...
Patch Number: 1.4.302
Today we are pleased to introduce our most stable and dynamic matchmaking system yet. This new system not only improves the overall wait-time for players, it also allows us to modify major matchmaking variables on the fly whenever needed as well as introduces more in-depth monitoring tools for us to observe the behavior of the matchmaker. More info about this system will be coming soon to the Command Chair for those with technical curiosities; The average player benefits out of all this with shorter wait-times, more fair matches, and the re-introduction of Groups of 5-10.
Being one of our most complex backend systems, the road to improving the matchmaking has been long with several twists and turns. We are grateful to those players who have both expressed patience and support in our past attempts to improve this system, as well as those who...