MechWarrior Online

MWO "Pink" Highlander Hero Mech Introduced in latest patch

Posted by Fides on 02/04/2013 16:16
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MechWarrior online continues to impress with the long anticipated Highlander Hero Mech.

 

I must admit shocking pink is a bit of a surprise, but, I guess it stands out from the other camo colours and I suspect they are trying to target both genders with this latest patch :)

 

Patch Number:  1.2.209

 

Change Log

 

 

UPDATE

 

1. New Hero mech - Highlander, ouch its Pink!

2. Air Strike and Artillery consumables

3. New thermal and night vision modes (basically been updated, they look awesome)

4. More camo patterns including digital camo patterns.

5. More useless paraphernalia in the cockpit, Mech Statues etc.

6. Seems very much like an Atlas build although an Atlas on steroids, with jumpets, too bad people will be able to predict where to find the gauss rifle and an XL engine which still only does 49.5 kph, this I have got to see with jumpjets.

 

Here are the stats for the new Hero Mech (we get a new hero mech every month, this one is called the Highlander)

 

We also get new mech chassis every month, so later in the month we will get the normal Highlander chassis without the "colour" scheme

 

“Heavy Metal”  HGN-HM

 

Highlander HGN-HM

 

    - Tonnage:  90

    - Engine:  275 XL Top Speed:  49.5 kph

        - Max Engine Rating: 330

    - Torso Movement:

        - 90 degrees to each side

        - 20 degrees up and down

    - Arm Movement:

        - 20 degrees to each side

        - 30 degrees up and down

    - Armor:  544 (Standard)

    - Weapons & Equipment:

        - Left Arm:  3 Medium Lasers

        - Left Torso:  LRM 20, SRM 6

        - Right Arm:  Gauss Rifle

    - Internal Structure:  Standard

    - Hardpoints:

        - Left Arm:  3 Energy

        - Left Torso:  2 Missile, 1 AMS

        - Right Arm:  2 Ballistic

    - Heat Sinks:  13 Double

    - Jump Jets:  5 (5 Max)

    - ECM Capable?:  No

    - Module Slots:  2

    - 30% C-Bill Bonus

    - Plays a music clip from its head-mounted external speakers after an enemy kill

               

8. Other patch notes

               

Trial BattleMechs:

 

    - Raven RVN-4X

    - Centurion CN9-A

    - Dragon DRG-5N(C)

    - Awesome AWS-8Q

 

BattleMech Cockpit Items:

 

    - Jenner Statue

    - Cataphract Statue

    - Centurion Statue

 

BattleMech Skin:

 

    - Digital Skin

 

New Consumable Modules:

 

    - Each team has a separate global cooldown timer governing their use of artillery and air strikes

    - No one can activate an artillery or air strike while their team's cooldown timer is counting down

    - At the start of the match, each team's cooldown timer counts down 60 seconds

    - When a player activates an artillery or air strike, his team's cooldown timer starts to count down for 10 seconds

 

    - Artillery Strike

        - Calls in a barrage of long range artillery.

        - Press [Home] to target the area under your crosshairs with an artillery strike.

        - After a 5 second delay, 6 shells drop into a 50 m radius around the targeted area.  Each shell does 10 points of damage.

        - Consumed on use.

        - Cannot be equipped to a Mech that already contains an Artillery Strike, Improved Artillery Strike, or Priority Artillery Strike module.

        - Upgradable to Improved Artillery Strike.

 

    - Priority Artillery Strike

        - Calls in a barrage of long range artillery.

        - Press [Home] to target the area under your crosshairs with an artillery strike.

        - After a 4 second delay, 10 shells drop into a 50 m radius around the targeted area.  Each shell does 10 points of damage.

        - Consumed on use.

        - Cannot be equipped to a Mech that already contains an Artillery Strike, Improved Artillery Strike, or Priority Artillery Strike module.

 

    - Air Strike

        - Calls in a fighter air strike on a targeted zone.

        - Press [End] to target the area under your crosshairs with an air strike.

        - After a 5 second delay, 6 bombs drop along a 100 m strip, starting at the targeted area and moving away from your location when you activated the strike. Each bomb does 10 points of damage.

        - Consumed on use.

        - Cannot be equipped to a Mech that already contains an Air Strike, Improved Air Strike, or Priority Air Strike module.

        - Upgradable to Improved Air Strike

 

    - Priority Air Strike

        - Calls in a fighter air strike on a targeted zone.

        - Press [End] to target the area under your crosshairs with an air strike.

        - After a 4 second delay, 10 bombs drop along a 100 m strip, starting at the targeted area and moving away from your location when you activated the strike. Each bomb does 10 points of damage.

        - Consumed on use.

        - Cannot be equipped to a Mech that already contains an Air Strike, Improved Air Strike, or Priority Air Strike module.

 

New Support Modules:

 

    - Air Strike Accuracy

        - Decreases the radius of the targeted area by 20%.

 

    - Artillery Accuracy

        - Decreases the length of the bombardment zone by 20%.

 

New Consumable Module Upgrades:

 

    - Improved Artillery Strike

        - Upgrades the Artillery Strike module.

        - Increases artillery shell count by 4, and decreases flight time by 1 second.

        - Does not need to be equipped to a BattleMech.

 

    - Improved Air Strike

        - Upgrades the Air Strike module.

        - Increases air strike bomb count by 4, and decreases flight time by 1 second.

        - Does not need to be equipped to a BattleMech.

 

Notable Enviornment Changes:

 

    - Changed HDR eye adpatation numbers to reduce amount of HDR blooming, and speed the recovery rate.

    - Tweaked lighting in all levels to minimize lighting differences due to HDR eyeadaptation changes.

    - Extended LOD distances in River City on many large buildings.

    - Reduced strength of parallax occlusion mapping on some snow terrain textures to help reduce "crawling" terrain textures.

 

Gameplay

 

    - New Night and Thermal vision modes

        - Thermal vision is now "white hot" and is restricted to normal view distances.  i.e. Players can no longer use thermal to view long distances.

        - Night Vision is now monochrome green and shows greater detail in the surroundings.

        - Players will notice that Night Vision is more useful for navigation and Thermal Vision is more useful for seeking out Mechs.

        - More tuning will be done but these vision modes are on target for final implementation.

 

Bug Fixes

 

    - Artemis Line-of-sight check is now more accurate

    - EMP will now turn off ECM in Counter Mode

    - Mech damage glow now fades away after they die

 

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

 

The MechWarrior® Online™ Team

 

 

 

 



Est Sularus oth Mithas!
Replies
4 comments
Fides 02/04/2013 19:25

Don't suppose anyone knows where I am getting a true/false error from Normal 0 false false false EN-GB X-NONE X-NONE?

Spokig 02/04/2013 20:08

Im so going to buy that one!

Stealth 04/04/2013 05:29

Nice Paint Job Beer

Kazumi 05/04/2013 10:01

I've bought this mech. Running it with X3 LL, X1 Guass, X2 Streaks, Strd 300, and endo, and DHS. I average about 650-900 damage a battle. This mech is a "machine"

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