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Creating Tutorial Topic List, Requesting Newcomer Input!


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#1 Koniving

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Posted 31 December 2012 - 01:06 PM

First, this is not a guide but a request for input for said guide which is why it's here in the "welcome" and not in the guides.

I'm renewing my attempt at a tutorial series for new and seasoned Mechwarriors.

The goal is to cover both the basics (^1) and the more advanced things (such as firing on two enemies simultaneously, rapid u-turns with 0 degree turn radius, etc).

^1(which the "training grounds" videos from the guys at No Guts No Galaxy touch base on. They fail to mention so much that new players will find so critical to know about the things many of us take for granted because we "just know" from previous games.)

Below are the topics and sub-topics (or thought-jarring notes) that I plan to include. Each will be contained in its own video with a goal of being 5 minutes or less, with no more than 10 minutes in complex cases.

Tutorial topics
---------------------------------
*Getting started, menu layout. (Not necessary but for completion. How to rebind controls. What graphic settings to avoid for certain computers. How high-end computers can avoid the 4FPS memory leak. What lower-end computers can do to avoid it.)

*HUD. (Training grounds left out numerous details. This will cover what they covered and everything they failed to mention including identifying both targeting cross-hairs, how to identify when you are being jammed, enemy equipment, and how the game lists the order of your weapons.)

For quick reference:
o (arm) weapons:
Right, top to bottom.
Left, top to bottom.

+ (torso) weapons:
Right torso, top to bottom, right to left.
Head.
Center torso, top to bottom, right to left.
Left torso, top to bottom, right to left.

Non-user controlled Components (ECM, AMS, etc.)

*Basic controls 1.
Driving. All controls for how to pilot the 'Mech with both interior and exterior views for better clarity. Suggestions for any key rebinding that some might want to do. Will have separate tips and tricks based on weight class and leg type [humanoid, reverse-joint, tri-leg and quad-leg when released].

*Basic controls 2.
Weapons control. Separate video dedicated to combat controls. Includes setting up weapon groups, manual jam-clearing of weapons (in case if PGI takes my request to include both automatic and manual jam-clearing since I can un-jam my gun manually in 2 seconds), targeting, component toggles, using both cross-hairs, weapon bay doors, etc.

Special: Manual shutdown -- when and why. Power up or override, when and why.

*"Sensors", not radar.
Explanation of the shared sensors concept. The fact that this is NOT a radar and will not work like one. Will use annotation details that can be updated after-the-fact on things such as ranges and what equipment will affect them.

*Advanced controls (tricks) and maneuvers
Such as shooting at two targets simultaneously, jump-jet assisted zero turn radius rapid u-turns, pop-tarting, "Kick in the face" jump-jet leaps, tackling [once collisions are back], losing incoming LRMs without ECM assistance, anything else that comes to mind. Each contained in its own separate short video.

*Basic 2-pilot team tactics.
An introduction to very basic tactics for a pair of friends. Will include a number of play styles, video examples of those tactics in use, and how to build to compliment each other's strengths and weaknesses.

(Space for ideas.)
The scouting party.
The missile boat and his escort.
Medium attack dogs.
The big guy and his little friend (assault and light).
Tank and support (assault and medium or heavy.)
The Catapult and the Dragon (a very effective high-speed pair).
Tackle and Punch (A great two man tactic that will need to wait for knockdowns to return.)

*Your first 'Mech purchase, what you should know.

What are variants, hard-points, purposes, roles, why do "holes" in missile launchers matter, etc.




*How to use 'Mechlab.

Allocating armor and strategies for armor distribution.

Purchasing components.

Selling versus storing.

Poor man's method (second handing components between your 'Mechs)

Ammo distribution and consumption priorities

To C.A.S.E. or not to C.A.S.E. (or alternate title "Just in C.A.S.E.")

Components versus upgrades.

Modules -- types and details.

Dropship mutator information -- "Multi-mech selection menu's real purpose."





*Experience & perks.

Mech XP, Pilot XP, Mech Lab, Pilot Lab.



Mech EXP vs Pilot GXP

3-tier 'Mech "efficiency" system.




*Weapons All weapons will include minimum range notes and videos will link to super awesome 'complete' charts that are automatically updated with data taken straight out of the game's files. Credit will be given to the person who makes this happen. [Your name escapes me at the moment but I already have this source.]

Energy

Small, medium, large, ER large lasers. Pulse and non-pulse. PPC, ER PPC. (Tag doesn't count as a weapon and is covered elsewhere).

Ballistic

MG, ACs 2, 5, 10, 20, UAC-5, LBX-10, Gauss Rifle

Missile.

Streak, SRM, LRM, NARC Missile Beacon, MRM when applicable, others as they come.




*Equipment

Covers components such as but not limited to: Guardian ECM, Beagle Active Probe, Command Console, Tag, heat sinks, engines (and how every "25" engine grade gives you a bonus heat sink up to 10. How engines above 275 give space for extra heat sinks and what increments they increase extra heat sink space, etc.




*Upgrades

Armor, Structure, Artemis Control System, Double Heat Sinks (versus heat sinks), etc.


*Environmental Importance in Combat

General environmental elements found on any planet and their strategic importance.

Examples include

*Water -- dissipates heat and accelerates cool-down. The deeper the water, the stronger the effect.

*Water deep enough to submerge yourself in completely can reduce damage dealt to you, stop missiles, partially conceal you from thermal vision.

*Chemical facility vats (Caustic Valley) -- behave just like water.

*Geysers, hot water (Caustic Valley) -- raises heat levels.

*Volcanic areas, lava -- raises heat levels. May be damaging.

*Boulders, jagged or rough terrain -- dangerous to high speed 'Mechs above 93 kph.

*Avalanche (game has sound effects for causing them ourselves though clearly the function is not yet available.), may cool 'Mech but could damage or trap them.


Map Specific Details and Environmental Quirks

Any map-specific quirks to beware of such as:

Changing fog densities.

If map has rain (rain slightly lowers temperature).

Wind (currently wind does not affect projects but devs suggested possibility in past).

Gravity (Plans have been stated for maps with different levels of gravity).

Natural or Artificial elements that could affect combat (explosive gases, chemical plants, cooling vats, geysers, etc).



*Paintjobs
(Gonna be the very last thing on my list as I'm still waiting for reasonable pricing.)

*BattleMech types and typical roles... For each individual 'Mech.
To be featured for each mech chassis and variants. "Know your Enemy" has been combined into this, which will also inform you of the strategic weak points and strong-suits of each 'Mech so you know how to quickly disable -- or properly defend -- each 'Mech.

*What is a Hero 'Mech?
Back story. Are they game breaking or overpowered? (We who have played with or against them know they're not, but a new player won't know that. It needs to be cleared up otherwise they may confuse it with pay to play.)
*What is a Founder's 'Mech
What am I facing? Is it overpowered? (Same as above.)

----------------------
Edit:
Added drop-ship mode details on why quick select exists.
Drop-ship mutator is said to allow you to respawn (be delivered) as up to 4 'Mechs as found in your 'quick select' menu on the far left of "Home."

Added suggestions from thread.

Added environmental section.

--------------------

I'm requesting input from new players, are there any other things people want to know about the game, its mechanics, and so on that is not covered here?

And what do we feel is unnecessary?

Note: "Workarounds" and "fixes" for various game issues are not going to be covered as part of a tutorial/guide.

Edited by Koniving, 05 January 2013 - 01:30 PM.


#2 MoonUnitBeta

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Posted 31 December 2012 - 01:25 PM

Great list Koniving.

Can't think of anything to add at this moment, but my little piece that I would add is that I would not mind seeing training missions in the form of:
Welcome, _________, to our training facility.
✔ Training Mission 01: Mechlab, Mech Variants, Hardpoints, and Crit Slots.
✔ Training Mission 02: HUD, Movement, and Basic Controls
✔ Training Mission 03: Weapons, Heat, and Weapon Grouping
_ Training Mission 04: Combat, Heat Management.
_ Training Mission 05: Mech Classes, and knowing their role...
_ Training Mission 06: Communicating with your team-mates.

_ Advanced Training: Thermal, Night Vision, and zooming.
_ Advanced Training: Free-look, Side Windows, and Arms,
_ Advanced Training: erg ihrewguijrwg irwjg etc etc etc.

Or something like that maybe it could be broken up more or so, but I think a training mission should be around 8-15 minutes. Completing a training mission could grant you 100k C-Bills, and maybe 100GXP? I dunno if missions should be completed in-order, as I see a lot of new comers just jumping straight into the combat mission. I would see Advanced Training to me more of a tips-and-tricks kind of ordeal, maybe the last advanced training mission be an open world target practice type game to bring your customized mechs into for testing. Seemed like a popular demand to have a testing ground for some people.

Edited by MoonUnitBeta, 31 December 2012 - 01:30 PM.


#3 Koniving

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Posted 31 December 2012 - 02:02 PM

I agree that would make a lot of sense.

However the developers are busy going between tweaking balance, taking input, and developing community warfare. They probably could not code in a full training scenario let alone several training missions without cutting into the deadlines they set.

Many of the members of the Zhi-Zhu Mercenary Corporation talk about the need for an "open sandbox" where pilots could practice without penalty or gain. It would not require much programming, just an ability either alone or with a group, and do whatever you please with no set goals.

Such would be great for recording all kinds of footage too.

Edited by Koniving, 31 December 2012 - 02:07 PM.


#4 Krazy Kat

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Posted 31 December 2012 - 02:41 PM

Here are some things I learned the hard way:

Basic controls: Explain what some of them do. Chain fire, missile doors, alpha strike, override.
Mention rebinding keys for easier firing of more than 2 weapon groups. For instance, I bind spacebar to weapon group 4.
Add the "hidden" keys, like FPS key and disable HUD key.

Mech bay: Front and rear armor get added together for max armor in torso.
Item you sell are gone. Items you drag and drop into the mech bay can be used again. The extra items in the mechbay are shared between all your owned mechs.

#5 Koniving

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Posted 31 December 2012 - 04:29 PM

Thank you Krazy Kat,

Chain and linked-fire, Alpha Strike, Missile Doors, override (with noting old and current risks involved since old risks may return with melting heat sinks), were already planned.

Rebinding keys -- that hadn't crossed my mind but it is very true. Myself, I rebound "3" "4" and "5" to buttons on my mouse.

Funny I posted and reposted the yellow screen workaround several times (Right shift + F11) but I did not think of including that. Will also include the F9 FPS and Grid Coordinate key.

Mechbay armor was a given. The rest might have slipped my mind, so thank you for mentioning that. :D

#6 Koniving

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Posted 02 January 2013 - 04:42 PM

Found something else to put on this list. Or just a thought.

Being able to tell what the mech has equipped by just looking at him (AMS cylinder, weapon models, etc?)

#7 Abivard

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Posted 03 January 2013 - 04:46 AM

A map tutorial;
map grids alpha-numeric,or X,Y,Z coords what they mean and where to find them, how they work, battle map symbols and use,, etc..

#8 Abivard

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Posted 03 January 2013 - 04:50 AM

Communications;
in game text chat, common voice software used by community(TS3), info on public voice servers or irc, tie it into how to group up.

#9 Koniving

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Posted 03 January 2013 - 07:46 AM

You know, I'm glad you brought those up. I didn't even think of the map or the communications stuff. Which are both very important to this game. Thank you.

#10 Koniving

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Posted 03 January 2013 - 10:54 AM

Now that it has been confirmed to be noticed by more than 7 people, adding an informational tutorial topic about limited regeneration of health. We're calling it "stress damage." It's where damaged components (mostly armor) seems to regenerate to a lighter color when the stress of constantly being shot is removed.

Examples of stress-causing weapons include AC-2, Ultra AC-5, rapid individual lasers [as they don't give the armor time to cool down].

Stress damage is visible. The glow of mechs that are under heavy fire appears to be an indicator of stress damage. As the heated glowing sections cool off and stop glowing, those body sections appear to "heal" in limited amounts.

Areas showing high stress damage (glow) seem to take extra damage, even if the weapons causing the damage are extremely weak (flamers, machine guns, 1 or 2 small lasers). Allowing damage that normally would not occur on non-stressed mechs or unfocused fire.

Working on finding the details but hard without a sandbox. Is someone able to find game-file proof of this?

---------

Ammunition consumption priorities. Someone has provided a guide on ammunition priorities. Tests suggest that this priority is not identical per mech. A topic on it will be included to the advanced tutorials.

Edited by Koniving, 03 January 2013 - 10:56 AM.


#11 Koniving

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Posted 03 January 2013 - 11:05 AM

Also if anyone has any thoughts/hypothesis/theories on the recently added topic to that thread "Stress damage" as to whether you can confirm or think it exists, please let me know.

As mentioned I'm still accepting topics as well as ideas for a format, delivery, etc. for the videos. (Spoken, written, or both? Annotations or in video arrows?)

If someone might know of any overlays that are great for putting images of "keys" and computer mice up onto a video. That kind of thing. If possible something that shows a keyboard and keys over a game to simplify making the videos.

#12 Herodes

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Posted 03 January 2013 - 02:45 PM

I'd also like to know how experienced players seem to know what other Mechs are packing and where they are damaged etc. I do not seem to get this info.

Quote

Chain and linked-fire, Alpha Strike, Missile Doors, override (with noting old and current risks involved since old risks may return with melting heat sinks), were already planned.

Rebinding keys -- that hadn't crossed my mind but it is very true. Myself, I rebound "3" "4" and "5" to buttons on my mouse.

Funny I posted and reposted the yellow screen workaround several times (Right shift + F11) but I did not think of including that. Will also include the F9 FPS and Grid Coordinate key.



That is some new stuff for me, too.

I'd also like some basic battle tactics. Sticking together is nice but how do you do that when suddenly you're in an ECM bubble ... how to aim properly and how to know where to aim ... using jump jets effectively ... terrain to avoid, traps and ambushes etc.

Thanx for doing that ! Great thread!

#13 Koniving

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Posted 03 January 2013 - 04:13 PM

I think that's under targeting. Press R while pointing in their general direction and in the upper right you'll see a paper doll with left / right front/back displays. But yes. Definitely included under hud and basic controls.

Jumpjets will be under advanced controls and tricks (along with the zero-radius 180 degree turn without losing speed and the jump kick -- which will be much cooler when collisions come back).

Not sure what I'll put how to detect ECM jamming under, but I'm sure it'll go with ECM's tutorial.

To help you now so you won't have to wait.

Chainfire is the backspace key, setting up a firing group to fire in a sequence instead of at the same time. Linked fire isn't actually a function just yet (or it's just firing a group at the same time, depending on how you define it).

Bay doors are opened with /
Jamming switched from disrupt and counter with J.

Terrain.. That's gonna take some thinking on how to do and whether to separate it based on your mech class/chassis. For example what to avoid as an assault is very different than what to avoid as a light.

Aiming's covered with both basic and advanced controls (to include shooting two targets up to 85 degrees apart at the same time). (Quick version: + is your torso crosshair and o is your arm crosshair. Use left CTRL to control arms independently).

I say there ol' chap, our group is also looking forward to the King Crab. Monocle, cigar, and top hat too. Good show! Jolly good show!

#14 Herodes

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Posted 03 January 2013 - 05:11 PM

Thank you very much !
That was probably the most helpful post I ever read.
;)

#15 FTK

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Posted 04 January 2013 - 08:48 AM

Looking forward to you getting this together. Even though I played plenty of mech games in the past and the movement isn't a big deal, with the absence of a sandbox and very limited tutorial information this game is a bear to get started with. You get dropped in an unfamiliar map with a group of people who just start running around, you can't study the map while the game is loading, and sometimes you last more than two minutes -- just to get circled by a million light mechs and chewed to pieces. Since the publisher won't make money until I start buying things in the game I really wonder why they make it so hard to actually get started with the game. After about two hours I was completely fed up with this thing, and only my love for the old MW games will make me give this another chance. I don't want to spend money on something that takes forever to learn so it can be enjoyed properly.

Anyway, please get that info together as it is needed (and should be provided by the publisher).

Thanks!

#16 Darwins Dog

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Posted 04 January 2013 - 10:39 AM

I think a tutorial on modules would be great as well. Granted most people will no longer be newbs by the time they can buy one, but it still might be worth it. They take a long time to earn GXP for, and players may not fully understand how they work.

#17 Koniving

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Posted 04 January 2013 - 11:37 AM

To FTK

The publisher has a paid podcast that put this stuff together, but they went with a basic overview. The strategy is that if they give you the basics, you'd be excited when you discover the more advanced things on your own. I suppose you could call it "igniting the embers that start the fire." The issue though is early on only fandom from previous games would keep us going through that difficult start. Add to that, most of us are working, middle-aged Americans who love the series and bam. Great cashflow.

Thankfully they came to realize it is very bad for bringing in new people.


To Darwin's Dog:

Funny, I remember you from back when I first introduced what came to be Schrodinger's 'Mech. The collision issue that temporarily took out knockdowns, why it was a problem (Network and client-side conflict about "where" the mech lands, the ensuing argument, and ultimately the network overruling the client) and why it was temporarily removed. Sadly those posts are gone.

I'll be certain to try and get that in as well. Right now I have the advanced zoom and while many might cry about it, I love what it does that people don't know about. For some reason I don't have to lead as much for my shots. Just barely left or right and I get hits even on moving targets. Most see the blur, turn it off, and don't use it. So that will definitely need to be included.


Going to edit the original list to include the things added here a bit later today. In the mean time I'll think of anything else that might be useful.

The other issue is how to deliver the tutorials. I could really use some kind of visual overlay that displays keyboard buttons and mouse movement as it happens (it'd be easier than putting up pictures).

#18 Koniving

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Posted 04 January 2013 - 11:52 AM

One big thing I genuinely need from the community is as much "proof" as possible that the "stress damage" theory exists. Details on what is known and confirmed to be observed is above.

However, like Shrodinger's mech, just because we observe it doesn't necessarily mean it exists. It can be false information from the netcode where our client shows one thing and the network overrules it. I need proof. I'll carry this petition to find it to other threads as well.

#19 Krazy Kat

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Posted 04 January 2013 - 05:14 PM

Can't confirm that stress damage make you take more damage. It might mean your heat is increasing due to external forces.

#20 Koniving

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Posted 04 January 2013 - 09:28 PM

That is a big part of it.

A good thing to watch out for is when you're under heavy fire and get away from it; take note if your armor / paper doll shows red damage that becomes orange, orange that becomes yellow, etc.





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