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Ecovacs Deebot X11 Omnicyclone: niente più sacchetto per lo sporco
Ecovacs Deebot X11 Omnicyclone: niente più sacchetto per lo sporco
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Narwal Flow: con il mocio orizzontale lava i pavimenti al meglio
Grazie ad un mocio rotante che viene costantemente bagnato e pulito, Narwal Flow assicura un completo e capillare lavaggio dei pavimenti di casa. La logica di intellignza artificiale integrata guida nella pulizia tra i diversi locali, sfruttando un motore di aspirazione molto potente e un sistema basculante per la spazzola molto efficace sui tappeti di casa
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Con un prezzo di 2.999 euro, il Panasonic Z95BEG entra nella fascia ultra-premium dei TV OLED: pannello Primary RGB Tandem, sistema di raffreddamento ThermalFlow, audio Technics integrato e funzioni gaming avanzate lo pongono come un punto di riferimento
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Old 22-11-2012, 17:27   #721
greeneye
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Io la butto li...secondo me il vero gioco inizia con la prossima primavera e l'invasione dei clan.
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Old 22-11-2012, 17:32   #722
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Originariamente inviato da greeneye Guarda i messaggi
Io la butto li...secondo me il vero gioco inizia con la prossima primavera e l'invasione dei clan.
lo spero vivamente, siccome arriveranno anche i mech più importanti
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Old 23-11-2012, 10:31   #723
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Io non ci gioco da 1 pò... ho notato che dopo l'ultimo reset : 30.000.000 Cbills + 1500XP sto proprio a 0!!!

1 RESET TOTALE, Soldi compresi ma com'è possibile? Fortuna che ho investito 12 dollari
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Old 28-11-2012, 14:38   #724
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Nuova patch

Quote:
Originariamente inviato da Niko Snow
Open Beta Update #4
Upcoming Patch - Tuesday Nov. 27th @ 10AM – 1PM PDT
Change Log

________________________________________

Update

Greetings MechWarrior’s and welcome to Open Beta Update 4!

We have some exciting things to talk about in this patch, but first off, we want highlight the start of Banked Premium time button. The Community spoke and we listened! It has been a while coming, but Founder's premium time will now be reset and banked allowing you to activate it when you desire. This won’t stop you from purchasing premium time right now and activating your founders time later. Any of the bonus XP and C-bills you earned while your premium time was active are retained.



Next up we have Frozen City Night. This relight of the Frozen City map changes things up by creating long clear sightlines and some cool new effects in the sky. It may not be a night map that requires Night vision but that will be in another patch.

I can’t talk about Visual Customization without giving props to Mark Hayden, aka Hayden on the forums. Mark has been customizing Mech patterns on our concept art since the beginning and now he works on the game! So if you want an idea of the kinds of skins are going to be in your future take a look at this thread. http://mwomercs.com/...ed-concept-art/ We are extremely proud that Mark has decided to join our team to give you guys the best options for customization.

It doesn’t stop there either, you have all seen the Coconut Monkey and the nVidia Dawn bobbleheads right? I now present to you HULA GIRL! Along with a bunch of other cockpit customization items and more is in the works!

Last but not least BETTY is in the game! Yes that is Carrol Ruggier’s voice, of MechWarrior 2 fame, in the game! We still have more audio to add (*cough*, start-up sequence, *cough*), and some more system refinement, but we just couldn’t make you wait any longer!

Lastly, I want to let everyone know we are working on networking, performance, and bug fixes. This is the heart of any great game and we are committed to getting the best experience we can for our players. Some things take longer to turn around.

See you on the Battlefield!

- Matt Newman


VISUAL CUSTOMIZATION

Players will now be able to customize the outer visual looks of their BattleMechs. This includes applying patterns and adjusting the colors that make up those patterns.

* Patterns - Patterns are made up of color elements which give them a unique look when applied to a BattleMech. Not all Mechs have skins available to them. Check out the matrix in the link below to see what is currently customizable.
* Paint Colors - The colors that can be applied to a Pattern are broken down into channels. Each pattern has from 1 to 3 channels. Colors can be changed on any channel that is available for the chosen Pattern.
* Cockpit Items - Items can now be purchased for the player's BattleMech cockpits. More items are being implemented and they will be coming out soon.

For more in-depth detail on Visual Customization, follow this link: http://mwomercs.com/...zation-phase-1/

With this, we found a rendering issue that would cause colors to not show up properly. This was fixed and now Mech colors are properly reproduced in the game. You will notice a slight shift in colors for your Mechs including Founder's Mechs and Yen-Lo-Wang.

LEVEL

* Frozen City Night
Dropped into what once was the city centre of a thriving metropolis, expect unpredictable terrain in this now lifeless wasteland. After dropping into the new frozen city environment, you will find challenges the original map did not have. From the gorgeous borealis in the background, to the moonlit night effects, you will have to be much more careful about checking for enemies; the fog has dissipated however.

As with normal frozen city, this map is very cold, and it will affect the way your mech produces heat. Heat will take much longer to buildup allowing for lengthier, more intense battles with less chance of overheating your mech.

GENERAL

* An “Activate” button has been added to the main screen allowing Founders to activate their banked premium time.
* The following applies to Founder's Accounts ONLY:
* Your premium time is now zeroed out.
* If you have purchased premium time with MC during Open Beta, that time will remain in tact.
* Once the "Activate" button is clicked, the amount of premium time that came with your Founder's package is injected into your account.
* Again, if you purchased premium time with MC during Open Beta, and you click the Activate button, your remaining purchase time and your Founder's time will be combined. (i.e. you will not lose any Premium Time).

WEAPONS

* LRM damage has been increased from 1.7 to 1.8 per missile.

GAMEPLAY

* Betty v 1.0
* Your Mech's onboard computer will speak to tell you of the following events:
* a location on your Mech is critically damaged
* a location on your Mech has been destroyed
* a weapon has been destroyed
* a weapon's ammo is at 25%
* a weapon's ammo is depleted
* a weapon's ammo is destroyed
* a heat sink has been destroyed
* jump jet fuel is at 25%
* jump jet fuel is empty
* your Mech is out of bounds
* your heat level is critical
* your Mech has shutdown
* you have overridden shutdown
* your base is being captured
* the enemy base is being captured
* your target an enemy Mech
* you switch to target a different enemy Mech
* The volume of these messages is controlled by the Dialog Volume slider in the options menu
* Some weapons/ammunition announcements are not in yet but they will be added with subsequent patches.

MECHS

* Decreased the horizontal arm movement on the Cataphract's, to avoid clipping the torso cannon
* Added Cataphract's walking backward animation.
* Mechs with jump jets have their take-off animations adjusted to 40 frames.
* The number of weapons seen on the Ravens' right arms changes to properly reflect the number of weapons equipped
* Cockpit/head hit area tweaks: reduced for Cataphract, Cicada and the Awesome

BUG FIXES

* Fixed a desync that could occur when a Mech had a destroyed leg.
* Users will no longer have a blurry screen after they die. This was caused when a user would die from a missile.
* Users will only be able to launch one game client now.
* Fixed Lock-on reticule not showing up for spectators.
* Cool-down bar stutter fix.
* User can no longer change weapon groups while shut down.
* Numerous text updates/corrections.
* Fixed LOD rotation issue on certain buildings in River City
* Minor visual improvements to some rock materials in Forest Colony
* Minor visual improvements to some materials in the Mech Lab
* First art pass of adding buildings to crevasse in Frozen City
* Target bones updated for all Mechs to ensure that S-SRMs will hit the proper enemy locations.
* Jenner/Founder's cockpit materials fixed
* Rear torso hit-unregistered-bug fixes: Dragon

KNOWN ISSUES

MechLab:

* Newly bought Cockpit Items are not always automatically equipped on Mechs.
* You need to re-access the cockpit and re-equip the items manually.
* Colors cannot be changed on default patterns of the Commando, Hunchback, Dragon and Awesome for the moment.
* After purchasing MC, you may receive a ‘Not enough MC’ message if trying to buy a Camo Spec or Cockpit Item without a previous logout/login.
* Restart your game client after Purchasing MCs.
* Rarely, purchasing a Cockpit Item right after exiting a match will cause the game to lock.
* Camo Spec color palette may incorrectly display previous colors after changing patterns and coming back to re-change colors.
* Selecting Cockpit Tab too quickly after saving Cockpit settings may lock the camera outside of the Mech.
* The two first Mech Bays you purchase will not immediately accept new Mechs.
* Select another working Mech Bay and then your newly purchased Mech Bay will function normally.

Ingame:

* Betty is missing certain prompts and repeats “AMS ammo at 25%”.
* Targeted by enemy, Locked by LRMs or Streaks, Flamer Destroyed and Start Up Sequence are missing.
* Frozen City Night can have red/green sky textures in low settings with certain system specs.

We thank you for your patience and we look forward to seeing you on the battlefield!

The MechWarrior® Online™ Team
Che dire, tanti miglioramenti ma sopratutto è arrivata Betty!
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Old 03-12-2012, 21:27   #725
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Quote:
Originariamente inviato da greeneye Guarda i messaggi
Che dire, tanti miglioramenti ma sopratutto è arrivata Betty!
Betty i love you
Però manca ancora <all system nominal>
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Old 04-12-2012, 16:42   #726
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Quote:
Originariamente inviato da erfinestra Guarda i messaggi
Betty i love you
Però manca ancora <all system nominal>
Potrebbe arrivare anche stasera.
L'avere la stessa doppiatrice dei mechwarrior di 10 anni fa è stata una bella sorpresa.
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Old 04-12-2012, 17:00   #727
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Originariamente inviato da greeneye Guarda i messaggi
Potrebbe arrivare anche stasera.
L'avere la stessa doppiatrice dei mechwarrior di 10 anni fa è stata una bella sorpresa.
Anche se non ho ancora potuto sentirla sono stato contento per sto aggiornamento
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Old 04-12-2012, 20:16   #728
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Patch 04.12.12

Quote:
Originariamente inviato da Chris K
Change Log

________________________________________

ELECTRONIC COUNTER MEASURES (ECM) IS NOW IN

Main Points:

Only available to specific variants. Currently, it can only be equipped on the following variants:

* Commando COM-2D
* Raven RVN-3L
* Cicada CDA-3M
* Atlas AS7-D-DC

Has two different modes. Disrupt and Counter



Disruption Mode:

* ‘Cloaks’ friendlies within 180 meters (reduces detection distance to 25% of normal range).
* Disrupts enemies sensors (targeting system), as well as targeting communication (sharing of targeting information) within 180 meters.
* Disables enemy NARC
* Disables broadcasting of TAG (if friendly is within sphere of influences); However, if you TAG a mech with ECM OUTSIDE of their sphere of influence, it allows you and your friendlies to target
* Slow down weapon locks by 25%
* Slow down target gathering by 25%
* Active Probes do not gain any benefits against ECM equipped enemies

Counter Mode:

* Neutralizes 1 nearby enemy’s ECM in Disruption mode.

NEW SEASONAL COCKPIT ITEMS

* Santa (Standing)
* Snowman (Standing)
* Xmas Tree (Standing)
* Xmas Elf (Standing)
* Xmas Lights (Hanging)
* Gift Boxes (Standing)
* Lump of Coal (Standing)
* Xmas Wreath (Mounted)

NEW HERO MECH:

"Ilya Muromets CTF-IM"

* Cataphract

* Tonnage: 70 tons
* Top Speed: 64.8 kph
* Armor: 432 points
* Weapons: 2 Medium Lasers, 2 AC/5s, 1 AC/10, 1 Small Laser

* Hardpoints:

* Left Arm: 1 Ballistic
* Left Torso: 1 Energy, 1 AMS
* Right Torso: 1 Energy, 1 Ballistic
* Right Arm: 1 Energy, 1 Ballistic
* Jump Jets: n/a
* 30% C-Bill bonus

GENERAL

* Weapon loadout will display ECM status( Disruption / Counter mode) and its effective range. This will appear on the bottom of the Weapon loadout UI.
* Added a Status bar on the Right-centre of the HUD to show if you are under the effects of friendly/enemy disruption ECM or if your ECM module is actively being countered.
* Added ECM Target information.
* Shows if friendly is under enemy/friendly ECM Disruption.
* If enemy has an ECM module, and if the module is actively being countered.

GAMEPLAY

* Damage Resistance System Upgrade (only Weapon Doors for now), now more precise
* Auto-cannon projectile impacts have been reduced with the only exception being the AC/20.
* The number of jump jets effects proportionally equal to jump jets modules get replaced by damaged effects when jump jets get destroyed
* Removed the engine sounds from the Front End to prepare a new system.
* Set the health of the Gauss rifle to 3 points
* Set the chance that the destruction of a Gauss rifle will cause it to explode to 90%

PERFORMANCE FIXES

* Bug fix for HUD to reduce number of draw calls required for cockpit monitors.
* Terrain fixes for Forest Colony and Forest Colony Snow.
* Audio optimization pass.

BUG FIXES

* Fixed an issue the cancel button in Mech Customization would sometimes not work.
* Report the accurate number of heat sinks in the dynamic cockpit screen.
* Fix bug where purchase for 0 MC fails if not having purchased MC before.
* Fixed it so newly bought Cockpit Items are now automatically equipped on Mechs.
* Fixed an issue where a purchase prompt would show when you equipped a cockpit item you already owned.
* Fixed a bug that was preventing the Gauss rifle from exploding properly

KNOWN ISSUES

* If you are using 7.1 you may experience sound issues. Users should play in 5.1 or lower.
Riassumendo:
- ECM (finalmente il raven potrà avere senso)
- decorazioni natalizie (!!)
- il nuovo hero mech (questo sembra avere un po' più di birra rispetto al yeolang)
- gauss rifle più fragile (ora bisognerà fare qualcosa anche per le steak-cat)
- miglioramento prestazioni
- alcuni bug corretti

Non ho capito se sè stato introdotto il nuovo sistema di gestione dei gruppi. poi controllo..
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Old 04-12-2012, 20:39   #729
greeneye
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Confermo: nuovo sistema di gruppi.

Riassumendo:
Ora quando si crea un gruppo è possibile sceglierlo da 4 mech massimo o da 8.


I gruppi da 4 funzionano come in passato: si forma un gruppo da 2 a 4 mech e si partecipa ad uno scontro 8 contro 8 bilanciato.

I gruppi da 8 combattono solo con altri gruppi da 8 e il sistema non effettua alcun bilanciamento.
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Old 18-12-2012, 20:27   #730
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Patch 18.12.12

Grandissima patch!

Novità:
- nuova modalità "conquest"
- nuova economia (alcune modifiche mi convincono molto poco...vedremo)
- nuovi mech: lo stalker (!!!!) e un paio di hero basati sul dragon
- nuova mappa River City night
- bilanciamento delle armi con una riduzione della potenza dell'ecm (si è passati dal dominio degli steak a renderli sostanzialmente inutili) e un 'potenzialento' di autocannon e ppc (in realtà si è aumentata la velocità dei proiettili).


Quote:
Open Beta Update #6

Upcoming Patch - Tuesday Dec. 18th @ 10AM – 1PM PDT

Change Log

________________________________________

Update

Ho! Ho! Ho! MechWarriors. Have you been a good or naughty pilot this year?...Trick Question! It doesn’t matter because everyone gets the same patch!

On the first day of Patch-mas my true love gave to me, CONQUEST MODE! Dun, Dun, DUN! That’s right a new game mode available on every map. You can explore new strategies on this mode over the holidays and let us know what you think. We will be looking to tune it in the new year based on your feedback and the data we will collect. We know you are going to want to try it right away so we added mode selection, allowing you to choose which game type you want to play.

On the second day of Patch-mas, a new economy! Heads up we’ve changed up the way you earn C-bills. First we have taken Repair and Rearm out of the equation. We did this to eliminate people dropping with BattleMechs that are not 100 % health, potentially harming their team. Then we redistributed the way you earn C-bills, because you no longer have to repair and rearm, you keep what you earn. BE WARNED you have to contribute to your team to earn C-bills. We also changed Trial BattleMechs to earn 100% C-Bills and Mech XP. Lastly, There is no better time to invite your friends to play, we added the Cadet bonus for the first 25 matches to accelerate a new players ability to buy their first BattleMech.

Speaking of BattleMechs! Get ready for the triple threat! The new, Twin Dragon Hero BattleMechs, Flame and Fang, with patterns that send fear into the heart of your enemy and a C-bill boost that will send you laughing all the way to the bank. Wait, we didn’t stop there! Introducing The Stalker. Here is what Kyle L. had to say about this Assault class BattleMech. “It’s the blimp ‘o’ death bro!... It’s like the Hindenburg except everyone else is going down in flames!”. Well put my friend...well put. You can also take a look at the latest BattleMech patterns. We have expanded the options and the Phranken is sure to please.

Get ready to battle in River City night version. I mentioned it earlier and we delivered! Finally a night map where night vision is effective!
I love this map and I know you will too.

Finally, ring in 3050 with some entertaining new cockpit customization items. The holographic displays are very cool and, for me, the Urbanmech is a must buy!
We hope you notice we have taken your feedback on pricing and offered the new year’s items at a variety of price points!

We also addressed some key performance and stability issues this patch and we are testing new networking code over the holidays that we are looking to release in January. During test some users noted much improved performance with latest graphics drivers so please if you experience performance issues ensure you are running the latest graphics drivers for your card. Also there is a suspected issue with the patcher we are continuing to investigate where performance for some users is lower when patching vs. a fresh re-install if you suffer from low fps and new drivers don't resolve the issue please try a fresh install as a workaround for now.

So have a safe and Happy Holidays and as always, MechWarriors, see you on the battlefield!

Matt Newman

P.S. This is our last planned patch this year so we will resume our “normal” patch schedule in January


GENERAL

NEW BattleMechs

Stalker STK-3F

* Tonnage: 85
* Top Speed: 48.6 kph
* Armor: 432
* Weapons & Equipment:
* Left Arm: 2 Medium Lasers, 1 LRM 10
* Left Torso: 1 Large Laser, 1 SRM 6
* Right Torso: 1 Large Laser, 1 SRM 6
* Right Arm: 2 Medium Lasers, 1 LRM 10
* Hardpoints:
* Left Arm: 2 Energy, 1 Missile
* Left Torso: 1 Energy, 1 Missile
* Right Torso: 1 Energy, 1 Missile, 1 AMS
* Right Arm: 2 Energy, 1 Missile
* Jump Jets: n/a

Stalker STK-3H

* Tonnage: 85
* Top Speed: 48.6 kph
* Armor: 432
* Weapons & Equipment:
* Left Arm: 2 Medium Lasers, 1 LRM 20
* Left Torso: 1 SRM 6
* Right Torso: 1 SRM 6
* Right Arm: 2 Medium Lasers, 1 LRM 20
* Hardpoints:
* Left Arm: 2 Energy, 1 Missile
* Left Torso: 1 Missile
* Right Torso: 1 Missile, 1 AMS
* Right Arm: 2 Energy, 1 Missile
* Jump Jets: n/a

Stalker STK-4N

* Tonnage: 85
* Top Speed: 48.6 kph
* Armor: 432
* Weapons & Equipment:
* Left Arm: 2 Medium Lasers
* Left Torso: 1 Large Laser, 1 SRM 6
* Right Torso: 1 Large Laser, 1 SRM 6
* Right Arm: 2 Medium Lasers, 1 LRM 10
* Hardpoints:
* Left Arm: 2 Energy
* Left Torso: 1 Energy, 1 Missile
* Right Torso: 1 Energy, 1 Missile, 1 AMS
* Right Arm: 2 Energy, 1 Missile
* Jump Jets: n/a

Stalker STK-5M

* Tonnage: 85
* Top Speed: 48.6 kph
* Armor: 464
* Weapons & Equipment:
* Left Arm: 2 Medium Lasers, 1 LRM 10
* Left Torso: 1 Narc, 1 SRM 6
* Center Torso: 1 ER Large Laser
* Right Torso: 1 SRM 6
* Right Arm: 2 Medium Lasers, 1 LRM 10
* Hardpoints:
* Left Arm: 2 Energy, 1 Missile
* Left Torso: 2 Missile
* Center Torso: 1 Energy
* Right Torso: 1 Missile, 1 AMS
* Right Arm: 2 Energy, 1 Missile
* Jump Jets: n/a

Stalker STK-5S

* Tonnage: 85
* Top Speed: 48.6 kph
* Armor: 432
* Weapons & Equipment:
* Left Arm: 2 Medium Lasers, 1 LRM 10
* Left Torso: 1 Large Pulse Laser, 1 SRM 6, 1 AMS
* Right Torso: 1 Large Pulse Laser, 1 SRM 6
* Right Arm: 2 Medium Lasers, 1 LRM 10
* Hardpoints:
* Left Arm: 2 Energy, 1 Missile
* Left Torso: 1 Energy, 1 Missile, 1 AMS
* Right Torso: 1 Energy, 1 Missile, 1 AMS
* Right Arm: 2 Energy, 1 Missile
* Jump Jets: n/a

NEW HERO BattleMechs

"Fang" DRG-FANG

* Base Mech: Dragon
* Tonnage: 60
* Top Speed: 81 kph
* Armor: 320
* Weapons & Equipment:
* Left Arm: 1 Medium Laser
* Left Torso: 1 Medium Laser
* Center Torso: 1 SRM 6
* Right Arm: 1 Autocannon/10
* Hardpoints:
* Left Arm: 2 Energy
* Left Torso: 1 Energy
* Center Torso: 1 Missile
* Right Torso: 1 AMS
* Right Arm: 2 Ballistic
* Jump Jets: n/a
* Internal Structure: Endo Steel
* 30% C-Bill bonus

"Flame" DRG-FLAME

* Base Mech: Dragon
* Tonnage: 60
* Top Speed: 81 kph
* Armor: 320
* Weapons & Equipment:
* Left Arm: 1 Medium Laser
* Left Torso: 1 Autocannon/2
* Center Torso: 1 LRM 5
* Right Arm: 1 ER Large Laser
* Hardpoints:
* Left Arm: 2 Energy
* Left Torso: 1 Ballistic
* Center Torso: 1 Missile
* Right Torso: 1 AMS
* Right Arm: 2 Energy
* Jump Jets: n/a
* Internal Structure: Endo Steel
* 30% C-Bill bonus

NEW MAP

* RiverCity Night Map
* RiverCity Night map enabled.

NEW GAME MODE

Conquest

With the rumblings and rumors of activity, along the Periphery of the InnerSphere, all factions have begun amassing large amounts of Germanium. Germanium is used in the jump drives of the large jump capable ships that transport Mechs over long distances. The unsettling atmosphere that has permeated throughout the InnerSphere has Germanium at an all time high in terms of demand. It is now time that all MechWarriors pitch in to help in this cause.

* Conquest Mode enabled.
* Gather resources by capturing resource extractor points.
* 5 extractor points per map.
* Each team starts with 1 extractor in their possession.
* The more extractor points owned by a team, the faster resources are accumulated.
* Once a team reaches 750 resources, they will win the match.
* A team can still win by destroying all enemy Mechs.
* Win or Lose, each team will receive 25 C-Bills per resource they've gathered. (e.g. if your team gathered 750 resources, you will get an end of match bonus of 18,750 C-Bills).
* Known Issue: There is a problem with Conquest resource rewards not being issued if players/groups select "ANY" as the game mode. If you wish to play Conquest, make sure you or your group's leader selects "Conquest" from the game mode selector. This will be address in the next patch.

NEW NEW YEARS COCKPIT ITEMS

* 3050 Balloons
* 3050 Banner
* Ice bucket with Champagne
* Classy Mech
* Holo '3050' Year
* Champagne Glass
* Top Hat

BANNER ADDED

* Piranha Hunt 'Killed a Dev' banners have been added to the winner's accounts - congratulations!

NEW REWARD SYSTEM

The reward system has gone under a serious revamp. We are removing the Repair and Rearm costs from the game and rebalancing how many C-Bills you will be earning. We are also reducing the amount of C-Bills you earn by default for a win/loss/tie. Non-participation in matches will result in very low C-Bill income. That being said, your participation in matches and playing as a team will now payout at a higher rate.

Below is a detailed summary of the changes to the reward system:

* All mechs will be fully repaired and rearmed after every match at no cost.
* Trial mechs get the same rewards as normal mechs (even mech XP)
* New Bonus called Cadet Bonus: this bonus is rewarded to new users for 25 games. The math is calculated by: log10(gamesremaining) * 300,000 CBills

* This means you will receive 424,492 C-Bills after your first match, decreasing each game until you've played 25.
* After 25 matches you will have received a total of 7,981,686 additional C-Bills.
* If you have already played more than 25 matches, you will be given those 7,981,686 C-Bills as a lump sum (Happy Holidays!) If you've played under it, you'll be given the amount equal to the games you've played.

* Removed Capture Win/Assist CBills Bonus
* Spotting Assists will now only be given if spotted target takes damage from allies

Assault Rewards:

* Win/Loss/Tie = 25,000
* Team Kill = -10,000 * how many teammates you have killed
* Component Destroyed = 2,500 * how many components you have destroyed
* Enemy Kill = 5,000 * how many enemies you have killed
* Enemy Kill Assist =7,500 * how many kill assists you got in the match
* Spotting Assist = 2,500 * how many spotting assists you got in the match
* Damage Done = 25 * how much damage you did in the match

Conquest Rewards:

* Win/Loss/Tie = 25,000
* Team Kill = -10,000 * how many teammates you have killed
* Component Destroyed = 1,250 * how many components you have destroyed
* Enemy Kill = 2,500 * how many enemies you have killed
* Enemy Kill Assist = 3,750 * how many assist you got in the game
* Spotting Assist = 1,250 * how many spotting assist you got in the game
* Damage Done = 25 * how much damage you did in the game
* Resource Bonus = 25 * how many resources you have collected

MECHLAB IMPROVEMENTS

* Heat sink entry in both new Mech detail panel and current Mech detail panel now shows Dbl Heat Sinks when double heat sinks are equipped
* New BattleMech list now organized by class (Hero, Light, Medium, Heavy, Assault)

Jump Jets:

* Removing Jump jet override (now using actual jump jet loadout restrictions)
* Now enforcing and showing maximum number of jump jets as well as current number equipped on a Mech chassis.
* Added Jump jet bar showing maximum jump distance for current configuration (if a Mech is capable of using jump jets)
* What this all boils down to is that the number of Jump Jets on a Mech will now properly affect jump height/distance.
* Players will notice a change in the overall jump trajectory. This will be tuned in future patches.

Modules:

* Now showing how many modules the BattleMech is capable of in the new Mech detail panel
* Now showing module slots available and currently equipped modules in the current Mech detail panel
* Both of the above automatically adjust when Master status is achieved (extra slot is added)

GAMEPLAY


* ECM will now fully counter only the closest enemy Mech.
* Cockpit Camera shake intensity adjusted to be more realistic (Shake = Damage * Impulse)
* HUD will no longer flicker unnaturally when shot with machine gun fire and flamers beyond a certain damage threshold
* Player can now control the brightness in the cockpit using (.) period.
* There is now a 3 second delay at the end of the match before the End of Round Screen shows.

Weapons Tunning:

AUTOCANNON UPDATE:

* AC/20 projectile set to 900m/s (750m/s previous)
* AC/10 projectile set to 1100m/s (850m/s previous)
* UAC/5 projectile set to 1300m/s (900m/s previous)
* AC/5 projectile set to 1300m/s (900m/s previous)
* LBX/10 projectile set to 1100m/s (850m/s previous)

NARC BEACON UPDATE:

* NARC lifespan increased to 20 seconds (15 seconds previously)

TAG UPDATE:

* TAG range increased to 750m (450m previously)

PPC UPDATE:

* PPC projectile speed increased to 2000m/s (matches AC/2) (1200m/s previous)
* ERPPC projectile speed matched to regular PPC (2000m/s) (1200m/s previous)

ARTEMIS UPDATE:

* Artemis now requires line of site to function. In-direct fire will not benefit from Artemis.

PERFORMANCE FIXES

IMPORTANT: Please remember to update to the latest graphics drivers if you are having FPS issues and ensure that you are running low settings with V-Sync disabled and if that doesn't work try a fresh re-install.

* 10% faster ray traces
* Reduced number of client side ray traces Mechs require
* Shadows disabled for low settings
* Foliage swaying disabled for low and medium settings

BUG FIXES

* Refresh MechTree Categories whenever mech ownership changes
* Refresh PilotTalents when GXP Changes via MXP conversion
* Weapon bay door toggle SFX will no longer play when a mech does not have weapon bay doors
* Fixes most issues with penetrating LRM’s (projectiles in general) through static meshes
* Jump Jet effects will no longer float around unattached
* Weapon Bay doors will no longer float unattached
* Mech damage effects will no longer float around unattached
* Bullets will no longer tumble after grazing a static mesh
* CPLT-A1 no longer says that it comes with 6 LRM 15s when purchasing it
* 7.1 Audio issue fixed.
* Visual improvements to ancillary props in River City (Solar panels, billboards, AC units, etc…)
* Fixed minor collision bugs in Forest Colony and Frozen City
* CTD (Crash to Desktop) fixes

We thank you for your patience and we look forward to seeing you on the battlefield!

The MechWarrior® Online™ Team
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Old 18-12-2012, 21:44   #731
Bi7hazard
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Com'è sta conquest? Qualcuno ha avuto il piacere di provarla?
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Old 18-12-2012, 22:43   #732
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Sto scaricando la patch ora.

Conquest:
http://mwomercs.com/game/modes/conquest

In pratica sulla mappa ci sono 5 risorse.

Quando una risosrsa è catturata accumula punti per la squadra.
Vince chi accumula 750 punti o distrugge tutti i mech nemici.
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Old 18-12-2012, 23:51   #733
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8 milioni di crediti aggratis per tutti! Vado a fare shopping
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Old 19-12-2012, 12:40   #734
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Ecco questa e la patch che aspettavo , appena riesco lo scarico, deve essere fantastico vedere i laser rischiarire il buoi di river city night .
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Old 19-12-2012, 13:26   #735
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Concordo... e soprattutto c'è un senso alla visione notturna
Gli Stalker trial comunque li macino come croccantini col mio Raven
Sicuramente non era così con l'Awesome...
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Old 19-12-2012, 14:47   #736
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Originariamente inviato da Parappaman Guarda i messaggi
Gli Stalker trial comunque li macino come croccantini col mio Raven
...
Ragazzi lo sto provando.
Qualche dritta anti-mosse-da-super-noob?

Ecco perchè con lo Stalker Trial muoio veloce veloce
Comuneuq alcune domande:
1. Di default come seleziono i missili a lungo raggio? (LRM 10 se non erro).
2. Per modificare un MechD Default (se è possibile), come si fa? Si deve pagare?
3. Vorrei un Mech lungo raggio. Corpo a corpo non ci vado matto.
4. Varie ed eventuali.


Comunque 2 partite, ho trovato sempre stessa mappa, ma graficamente mi delude Spero sia la mappa un po' sfigatella.
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Old 19-12-2012, 16:35   #737
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Innanzitutto non iniziare dallo stalker
I mech trial non si modificano. Devi fare cash e comprartene uno per modificarlo. Imparerai che MW non predilige i mech "specialisti", quindi lungo o corto raggio bene o male vanno bilanciati. Impara a padroneggiarlo e poi adeguerai il tuo mech allo stile che preferisci... e non farai caso alla grafica perchè è un grande gioco.
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Old 11-01-2013, 16:55   #738
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Scusate mi sono perso dei passaggi: ma quando esce?
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Old 11-01-2013, 17:02   #739
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Scusate mi sono perso dei passaggi: ma quando esce?
E ancora in open beta( c'è ancora un grosso margine di miglioramento siccome devono ancora aggiungere parecchie cose),ma basta che fai sul sito e lo scarichi
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Old 12-01-2013, 14:40   #740
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E ancora in open beta( c'è ancora un grosso margine di miglioramento siccome devono ancora aggiungere parecchie cose),ma basta che fai sul sito e lo scarichi
Ma è strutturato solo con modalità co-op o anche semplice multy?

Grazie
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