Well, just like the last time it's been a moment since we've last reviewed the state of the game in a segment we call "Patch Review". I've been super busy here at home, but we've managed to keep the reviews coming at least once per month. If you're interested in being our Patch Review correspondent, Contact Maskirovka or otherwise let me know and we'll be able to double down on the amount of content we can offer our members. In any case, on to the first of three (yes, three) patches we had during the month of July.
Fall damage is now scaled according to 'mech weight class and falling speed. This is a nice change, with the jump jet changes from June. The only other item besides bug fixes that bears thought is the addition of targeting computer and command console functionality...which to this date we still haven't really experimented much with. Expect more data on future Intramecha Tactica entries.
The patch here was mostly bug fixes, but it did serve as a second stage patch for a lot of other systems. First the "Rejoin" button was enabled, allowing us to recover from losing a pilot on connection to a game. As well as this, Clan LRMs now scale damage to 180m. That is to say, they don't do full damage until 180m of flight.
Jump Jet heat was enabled as well. I actually felt this one, shutting down a few times in one of my rather sprightly Spiders. It took a a moment to get used to, but after a few matches I was good to go. The rest of this patch worked a lot of bugs that had cropped up since the 2nd of July.
Big changes to the module system, and a few others. Other than the matchmaker patch earlier this month, this patch has the potential to be the one to really be noticeable in the game. Modules are now split into three categories, and what do you know? Only one of my configurations was deemed unacceptable.
The Clans now have weapon range modules as well, and since weapon modules have their own category now there may be a reason to install them on your 'mechs now. However, I really can't think of something you could spend 3 million C-Bills on that's less useful than a weapon module - nevermind the GXP.
Auto-Refill is a blessing, and the implementation is a nice fit. It's kinda been something we've been waiting for a long time though, so it's more of a relief than anything else. Still good to be getting these things we've been waiting a while for.
A few IS 'mechs were given interesting quirks. I like the armor boost on the Centurions and the increased gun protection for Hunchbacks especially, but now I'm going to be taking my Dragons for a spin to check out that ballistic buff. Good ol' Inner Sphere 'mechs.
That's enough from me this month. Overall, the game looks and feels a lot better than it did just last month. The guys at PGI must be working hard, since we've started to see some real improvement over the last few weeks. They have their work cut out for them, since we are all eagerly waiting to see what happens in the next few months. See you in Actual.

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