MechWarrior Online versions

Tactical Mech-based online shooter set in the BattleTech Universe
2.0
Mar 15, 2017
1.6
Sep 24, 2014
1.4
Apr 21, 2013
Review
1.3
Sep 17, 2013
1.2
Sep 19, 2012
Mar 27, 2013
Review
1.1
Jun 9, 2012
Review

What's new

v1.4 [Apr 21, 2013]
The Marauder IIC has arrived, and is now en-route to the MechBays of eligible MechWarriors. This 85-ton Clan Assault 'Mech, a full 10-tons heavier than its Inner Sphere predecessor, is likely to be a devastating presence on the battlefields of the Inner Sphere.
Our next major update to Faction Play releases in this patch, with significant changes to Factional warfare mechanics, a refocusing of the Faction Play interface, the introduction of a new Tug Of War system for active battles, the replacement of Long Tom Artillery with a Radar Jammer Planetary Upgrade, the integration of Quick Play modes into Faction Play, new support for special Faction Play events, and more.
We've chosen to call this update Faction Play Phase 4.1, both to signal the start of a new development phase and to stress that this is only the first of future updates and improvements planned for Faction Play as we renew its focus in 2017.
Escort, an all-new asymmetric Game Mode for MechWarrior Online, arrives in this patch. Teams are split between Attackers and Defenders, each with their own victory condition. Defenders must ensure the AI-controlled Atlas 'Mech reaches the Extraction Zone in time for evacuation; the Attackers must do everything in their power to destroy that Atlas and prevent its escape. While the Attackers must also contend with destructible Defense Turrets, enemy Support Towers can be captured to aid the attack with additional ECM and/or Radar support.
The work required to implement reliable mobility for the AI-controlled Atlas 'Mech at the center of the new Escort Game Mode necessitated a re-evaluation of 'Mech collision code as a whole. As a result of this work, 'Mech-on-'Mech collisions will now operate much more smoothly, causing less 'rubber-banding' and warping. These improvements should have a great effect on the feel of close-quarters combat.
The 'grey-boxed' 1v1 Private Lobby map introduced in a previous patch this year has undergone a comprehensive art pass for this December patch. The result is Steiner Coliseum, a Solaris-themed Private Lobby map focused toward competitive 1v1 matches. We had a few 1v1 machines running at Mech_Con 2016 for attendees to check out Steiner Coliseum, and based on that response, we think you're going to like this one.
A number of Weapon and Equipment changes are releasing in this patch, including Quirk adjustments for 14 'Mechs (12 IS, 2 Clan), Heat Capacity and Engine Dissipation improvements for both Clan and Inner Sphere Double Heat sinks, along with a few ballistic and missile weaponry tweaks, including improvements to the Damage and Spread of both Clan and Inner Sphere Machine Guns.
Rounding out the patch we have another release of Faction Decals, two seasonal Cockpit Items, and a new set of 'Mech Pattern Retrofits, including full Pattern Support for all Clan Wave 1 and Wave Invasion variant 'Mechs.
It should be highlighted that with the bulk of work in this patch dedicated toward Faction Play Phase 4.1 and the new Escort Game Mode, this patch does not feature the usual set of Map, 'Mech, and General fixes seen in all other patches this year.
Before we proceed to the Patch Notes, all of us here at Piranha Games would like to thank all of you for a stellar 2016, and for continuing to take to the battlefields of the Inner Sphere as a MechWarrior. We are extremely excited for the continued development of MechWarrior Online in 2017, and we hope you are as well. If you haven't done so already, go check out our December Roadmap...And Beyond post for a 2016 retrospective and a look ahead to what's coming in 2017.

v1.2 [Mar 27, 2013]
- Consumable modules cannot be sold back to the store.
- Cool Shot is activated by pressing Delete (when a cool shot module is equipped).
- If more than one type of cool shot module is equipped, the first press of Delete will activate the Cool Shot 6.
- The second press will activate Cool Shot 9 or Cool Shot 9 by 9 or Cool Shot 18 (whichever is equipped).
- If the player shuts down while coolant flushing, the flush pauses and any remaining flush automatically resumes after powering up.
- If a consumable module is not used during a match, it is not consumed and remains on the BattleMech
- Cool Shot 6
- Only one of these can be equipped on a BattleMech at a time.
- Consumed upon use.
- Costs 10,000 CBills.
- When used, it removes 6 heat per second, for 1 second, from your BattleMech(in addition to the standard heat loss from your heat sinks).
- This is equivalent to the cooling provided by 60 single heat sinks.
- Cool Shot 9
- Only one of these can be equipped on a BattleMech at a time.
- Cannot be equipped on a BattleMech that has a Cool Shot 18 equipped.
- Consumed upon use.
- Costs 40,000 CBills.
- When used, it removes 9 heat per second, for 1 second, from your BattleMech(in addition to the standard heat loss from your heat sinks).
- This is equivalent to the cooling provided by 90 single heat sinks.
- Cool Shot 18
- Only one of these can be equipped on a BattleMech at a time.
- Cannot be equipped on a BattleMech that has a Cool Shot 9 equipped.
- Consumed upon use.
- Costs 15 MC.
- When used, it removes 18 heat per second, for 1 second, from your BattleMech(in addition to the standard heat loss from your heat sinks).
- This is equivalent to the cooling provided by 180 single heat sinks.
- Cool Boost
- Costs 15,000 GXP.
- When bought, automatically increases the cooling provided by every cool shot by 20%.
- Does not need to be equipped to a BattleMech.
- Cool Shot 9 by 9
- Costs 15,000 GXP.
- When bought, automatically upgrades all Cool Shot 9 modules into Cool Shot 9 by 9 modules.
- Cool Shot 9 by 9 modules removed 18 heat per second for 1 second.
- All other stats/costs/restrictions are the same as Cool Shot 9.
BattleMech Cockpit Items
- Atlas Statue.
- Catapult Statue.
- Hunchback Statue.
BattleMech Skin
- Vagabond Skin.
- Added Arm Lock gameplay option (ON by default):
- When Arm Lock is enabled, the arm reticule is fixed to the torso crosshairs and moves at the same rate as the torso.
- Added Throttle Decay gameplay option (ON by default). When Throttle Decay is enabled:
- Gameplay options can be enabled/disabled on the fly from the new in-game Options Screen.
- Pressing the ‘W’ key will sets the throttle to 100%.
- Pressing the ‘S’ key will sets the throttle to -100%.
- Releasing the ‘W’ and ‘S’ key sets the throttle to 0.
- Keyboard users can now use the NumPad to directly control throttle (using the 0-9, , -, and . keys).
- Bind: “F" - centers Feet to Torso.
- Bind: “Shift” - toggles Arm Lock while held.
- Analog turn support for joysticks.
In-game Options
- The Video, Game, and Control settings are accessible via the in-game pause menu.
Catapult Variant Quirks
- The CPLT-A1, CPLT-C1, and CPLT-C4 have had their torso twist angle reduced from 140 to 120.
- The CPLT-A1, CPLT-C1, and CPLT-C4 have had their arm pitch angle reduced from 45 to 35.
- The CPLT-K2 has had its torso twist angle reduced from 140 to 110.
Raven Hitbox Adjustment
- The hitbox complexity of the Raven has been reduced.
- This will result in the Raven being hit much easier and brings it on par with it's light counterparts.
Bug Fixes
Gameplay
- When a user is killed with jump jets on, the jump jets will now turn off properly.
- SRMs will no longer set off the "INCOMING MISSILES" warning.
- Fixed an issue where firing SRMs at close range at an enemy BattleMech's leg does little to no damage.
Mech
- Added in the laser caps that were missing from the CPLT-K2's center torso.
- The machine guns on the CPLT-K2's side torsos will disappear when the user removes them.
- Autocannons and Gauss Rifles are now represented with the appropriate meshes on the CPLT-K2.
Options
- Fixed a key binding corruption issue that could occur when switching between user accounts.
- Resolved an issue where the native resolution of the user’s current desktop was not available in the in-game list.
- Fixed the Invert Throttle bind so it actually flips the current throttle value.
- Improved the Action Map binding mechanics.
- Ensured that the user’s custom key bindings are always preserved when controls with new defaults are added.
- The default system specifications are now properly restored when they are reset.
Mechlab
- Disable scene lighting when the user is viewing the cockpit during customization to reduce saturation.

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