• We’re currently investigating an issue related to the forum theme and styling that is impacting page layout and visual formatting. The problem has been identified, and we are actively working on a resolution. There is no impact to user data or functionality, this is strictly a front-end display issue. We’ll post an update once the fix has been deployed. Thanks for your patience while we get this sorted.

Big Mechwarrior: Living Legends patch today

It looks like they've fixed most of the bugs from early beta and did some rebalancing (see Huit + L Pulse nerf). The sound bug is supposed to be gone.

Now im trying to find the best deal i can on crysis so i can play with my friends 😛

Update: 2/25/2010 -- There is another major patch to the mod today, this includes anticheat support, new content, and a giant pile of bug fixes.
 
Last edited:
Damn... Huit's didnt need nerfing 😛 Guess it was when I could beat an Atlas 1v1 which I did several times.... headshots were too easy on it.

You could have linked us to the changes thread too!

I'll have to get back into my mech and do some shooting.

Version 0.1.0
-------------
Balance
- Damage drop off added to Heavy Gauss after 300m.
- Increased damage of all Gauss (except Heavy Gauss).
- Increased Gauss and Clan Gauss ammo per ton from 8 to 12.
- Increased LRM ammo per ton from 120 to 240.
- Decreased SRM ammo per ton from 240 to 120. Increased radius of splash damage.
- Decreased NARC ammo per ton from 6 to 4.
- NARCs no longer emit a signal if they attach to the ground.
- Decreased Medium and Large Pulse Lasers damage.
- Increased damage of all Beam Lasers. Lowered heat of ERLBL.
- Decreased Clan ERPPC heat and increased PPC heat. Increased heat transferred to targets for all PPCs.
- Decreased heat transferred to targets by Flamers.
- Increased RAC2 and RAC5 Damage.
- Increased accuracy of AC2 and AC5. Increased damage to light armor (Battle Armor, hovercraft, VTOL, aerospace). Decreased damage to heavy armor.
- Decreased turn rate of Arrow IV.
- Decreased Battle Armor health regen when moving (from 40 seconds for full health to 60 seconds).
- Decreased Battle Armor health from 150 health to 125 health.
- Inferno charges now add heat to vehicles they detonate on.
- A mech's back torso can now be repaired once destroyed.
- Improved Harasser drivability.
- Changed Harasser C weapon loadout.
- Slightly decreased Partisan armor.
- Decreased Huitzilopochtli heat efficiency and increased price.
- Increased price of Sulla B.
- Increased price of Shiva C.
- Increased MASC speed boost amount.
- Increased mech turn rate.
- Increased Owens and Uller top speed.
- Increased price of Hollander II. Changed weapon loadouts of Hollander II B and C.
- Changed weapon loadout of the Vulture B.
- Changed weapon loadouts and improved heat efficiency of MadCat A, B, and C.
- Changed weapon loadouts of Mauler A and C. Improved heat efficiency of Mauler A, B, and C.
- Changed weapon loadout of MadCat MKII B.
- Changed weapon loadouts of Atlas A, B, and C
- Increased point requirements for every rank.
- Increased CBill rewards for damage.
- Increased rewards for killing Battle Armor.

Bug Fixes
- Fixed several crashes.
- Fixed bug where NARC and TAG gave extremely large rewards.
- Fixed bug where your rank and cbills were not saved after reconnecting.
- Fixed bug that allowed tanks to greatly increase their speed.
- Fixed being able to fire some weapons while shutdown.
- Fixed LBX being able to reload a shot higher than max.
- Fixed bug where shooting pulse lasers into the sky would cause much higher heat than normal.
- Fixed bug where pulse lasers could shoot multiple bursts at a time.
- Missiles no longer explode on contact with water.
- Mechs no longer play their fall animation for short falls.
- Fixed turrets firing randomly after firing once.
- Aerospace can now buy SRM ammo.
- Mechs no longer shutdown after the pilots ejects.
- Brake now works on vehicles with ramping throttle.
- Fixed some of the arm parts on the Shadowcat not falling off.
- Fixed bug where a mech's shutdown sound would loop.
- Fixed PPC third person effect.
- Fixed player name display in the target box.
- Fixed TAG graphic display at certain distances.
- Ammo display now hides empty ammo types.
- Fixed ammo count displays in buy menu.
- Removed some of the console debug messages.

New Features
- Aerospace equipped with fire bombs now have a bomb sight to assist in aiming.
- Added Aerospace altimeter.
- Added new C3 equipment, which allows a mech to upload their radar data to friendlies within a certain radius. Available on the Raven and Cougar.
- New radar icons for turrets and Battle Armor.
- Friendlies and detected radar entities are displayed on the overview minimap.
- Added a random chance for parts to blow off when a mech or vehicle explodes.
- Kills, deaths, and score are now tracked if you disconnect and reconnect during the same game.

Optimizations
- Reduced server network and cpu usage, especially during large fights.
- Heavily optimized usage of sound channels.
 
Last edited:
Been waiting to play this. Reinstalling W7 from the RC to the final product. Can't wait for it.

Shoulda gone in on steam's Crysis deal. I think I got both Crysis and Warhead for $15.
 
The C3 information sharing for the Raven & Cougar will be probably my favourite addition.

Ever since seeing the Warhammer launch it's radar probe in the Mechwarrior 5 trailer I have been wondering what it'd be like to do in game and how positively it could affect the game.

I forsee this patch making a damn good mod into an extremely fun mod.
 
I haven't even installed Crysis yet. Still playing through FarCry 2. Crysis is next on my list to play. Then maybe I'll try MW:LL. By then they'll have lots of bugs squashed I imagine. 🙂
 
Put in a few hours.

Sounds are fixed.
Lag is greatly reduced, but the problem with aircraft is still there (as it is in crysis mp).
BA is a little less of a problem.
A few improved stock variants.
LRM's on larger mechs are now actually useful.
Credits are much harder to come by.
Increased credit flow from damage inflicted.
Overheating damage occurs at lower temps (most notable on the arrow carrying catapult).
Fire bombs are very popular now.

I know most of this is listed, but it is what I have noticed in game.
 
Nice patch and made a good mod better. I get the impression the makers are going full bore until everything is fixed.

Still suck at getting my joystick working, but I don't have the patience with it either.
 

I suck at fast control of light/medium mechs so I exclusively use vehicles until I can crack out an Awesome. Then I stay at the back and follow the battlegroup under passive radar.

This tactic enables me to walk slowly forward and use laser/ppc/gauss fire to look where to fire. Not many mechs will even see you before you PPC snipe them.

Keyboard and mouse all the way! 🙂
 
I suck at fast control of light/medium mechs so I exclusively use vehicles until I can crack out an Awesome. Then I stay at the back and follow the battlegroup under passive radar.

This tactic enables me to walk slowly forward and use laser/ppc/gauss fire to look where to fire. Not many mechs will even see you before you PPC snipe them.

Keyboard and mouse all the way! 🙂

I am having a bit of trouble with the WASD controls because im used to the other mechwarrior games... but as i get used to it, I seem to be getting better at managing the smaller/faster mechs.
 
I am having a bit of trouble with the WASD controls because im used to the other mechwarrior games... but as i get used to it, I seem to be getting better at managing the smaller/faster mechs.

Having played MW2, GBL, Mercs, MW3, MW4, BK and Mercs... I sympathise there.

With Light Mechs I seem to be very inept, they slow down so slowly, turning is awkward and accuracy at any decent dodging speed is nil. Guess i need practice in them to become proficient but I am deadly in a Huit, a few 1v1 wins against Atlases and the like.

The Heavy Gauss nerf is a bit of a pain. Really kicks the Hollander B 16 Heavy Gauss rounds with passive sensors and jump jet sniping tactics in the servos.
 
Having played MW2, GBL, Mercs, MW3, MW4, BK and Mercs... I sympathise there.

With Light Mechs I seem to be very inept, they slow down so slowly, turning is awkward and accuracy at any decent dodging speed is nil. Guess i need practice in them to become proficient but I am deadly in a Huit, a few 1v1 wins against Atlases and the like.

The Heavy Gauss nerf is a bit of a pain. Really kicks the Hollander B 16 Heavy Gauss rounds with passive sensors and jump jet sniping tactics in the servos.

I still like the hollander B.

My guilty pleasure is the Oro with the LBXs. Get in close on a catapult and hilarity ensues.
 
I have my joystick working but it seems more awkward than the K/M. Back during MW3, I believe, you could aim without turning the torso so a joystick was better but in this since the mouse turns the torso, it aims faster than the joystick. Maybe I just need to up the gain on the joystick.
 
I still like the hollander B.

My guilty pleasure is the Oro with the LBXs. Get in close on a catapult and hilarity ensues.

HA, Oro C with two flamers on Inferno vs Awesome's. Follow a group of mechs to a fight, at the start of the map no one shoots at your puny little tank, until the 3rd time you bum rush a Awesome or any mech using energy weapons and blow them up 1v1, then they start looking for the little tank.
 
what's a good way to kill planes? i get fucking raped by their bombs :|:|:|:|:|

Huit tank with 4 LPL's. Tanks with AC/RAC's are also good. Planes also work as most planes bombing you won't be able to fight back.

Mechs & demolishers don't work as well as they can not aim up high enough and are easy to spot (as well as being higher up on the target list).

Passive radar also helps as they have to actually see you, but if you are near friendlies and you are the biggest target it won't help you much.

For defense against Tbolts simply make sure you never stop and never run in the same direction as the jet (eg, running directly away). This means they can not get a NARC on you for the Tbolt to be able to hit. For fire bombs, keep popping radar on & off and blow him up as he's making the bombing run.

For the Vtols (choppers) that are outranging you, find cover and work around that. You have no idea how much of a pain it is to move a vtol to face the other side of a barrier only to have the target go back again. You'll likely want long range weapons on a tank/mech so you can stay around cover.
 
Is there a wiki site or something that shows the weapons and such? Looking at the loadouts, I can't always pick up on what weapons are loaded on a mech.
 
Back
Top