Jump to content

Training Ground A Success


9 replies to this topic

#1 Joseph Mallan

    ForumWarrior

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • FP Veteran - Beta 1
  • FP Veteran - Beta 1
  • 35,216 posts
  • Google+: Link
  • Facebook: Link
  • LocationMallanhold, Furillo

Posted 11 March 2013 - 06:13 AM

So i decided to put the training grounds thought its paces. So I went with the best option I have. My 12 year old son. He has played 3/4 of a game of TT, read some TROs, loses badly. So I let him chose which of My Mechs he wanted to run. He took my D-DC (Crush) and began learning the ropes. I pointed out the walking and shooting mechanics. Walked him through heat and ammo consumption, then turned him loose. 3.5 hours later I had to ask to play my game.

Some things we agree on, Can we get one or two moving targets? Can ammo be infinite on the grounds or add a reload function?

All in all my son had a good time blowing up the targets, he learned how to make smiley faces with lasers, and is a big big fan of turning the Mech Corpses into white hot glowing piles of destruction!

Thanks for this mode, My son learned why daddy sits in the dining room all night now!

#2 StalaggtIKE

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Raider
  • The Raider
  • 2,304 posts
  • LocationGeorgia, USA

Posted 11 March 2013 - 06:28 AM

Agreed. The training ground is a nice addition. Making something good even better is always a plus:
  • Ammo reload or toggle on infinite ammo
  • Spawn in new targets
  • Moving targets!
  • Allow Team drops
  • Enable access to battlegrid
  • Map selection (I heard this is in the works)


#3 Corvus Antaka

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Knight Errant
  • Knight Errant
  • 8,310 posts
  • Twitch: Link
  • LocationInner Sphere

Posted 11 March 2013 - 06:31 AM

hmm i dont agree with infinite ammo. ammo limits let you learn how many rounds you need to remove X from an enemy mech. Just reload the training grounds if you blow all your ammo. I'd rather see infinite spawns until you exit the training grounds, and an eject button so you can respawn your mech and try again.

#4 Joseph Mallan

    ForumWarrior

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • FP Veteran - Beta 1
  • FP Veteran - Beta 1
  • 35,216 posts
  • Google+: Link
  • Facebook: Link
  • LocationMallanhold, Furillo

Posted 11 March 2013 - 07:37 AM

Yes and Yes to both of you! Nice ideas to add to the training ground.

#5 Adridos

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • Bridesmaid
  • 10,635 posts
  • LocationHiding in a cake, left in green city called New A... something.

Posted 11 March 2013 - 07:51 AM

If they'd allow infinite ammo, then only as a separate option. :)

The training grounds is a great place to test new builds and when you make an ammo dependant mech, it would be quite hard to test it out.

#6 StalaggtIKE

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Raider
  • The Raider
  • 2,304 posts
  • LocationGeorgia, USA

Posted 11 March 2013 - 08:08 AM

View PostAdridos, on 11 March 2013 - 07:51 AM, said:

If they'd allow infinite ammo, then only as a separate option. :)

The training grounds is a great place to test new builds and when you make an ammo dependant mech, it would be quite hard to test it out.

Definitely. It must be a toggle option or ability to reload. I can not further stress how important this is.

Edited by StalaggtIKE, 11 March 2013 - 08:10 AM.


#7 Joseph Mallan

    ForumWarrior

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • FP Veteran - Beta 1
  • FP Veteran - Beta 1
  • 35,216 posts
  • Google+: Link
  • Facebook: Link
  • LocationMallanhold, Furillo

Posted 11 March 2013 - 08:56 AM

Yeah... I know. I was thinking of it through my son's eyes.

What was scary was watching how quickly my boy took to stripping the arms the side torsos then taking the kill shot. Or when he figured out the Ilya was as powerful as it is just walked up and Alphaed the poor Targets wit both Gauss & 3 all Mediums for a Insta cap! I am going to have to practice my head shots with that darling!!!

Edited by Joseph Mallan, 11 March 2013 - 09:00 AM.


#8 Tickdoff Tank

    Member

  • PipPipPipPipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 2,647 posts
  • LocationCharlotte NC

Posted 11 March 2013 - 09:11 AM

My thread with suggestions got lost to the forum monster, so I am copy/pasting it here.

View PostTickdoff Tank, on 09 March 2013 - 08:37 AM, said:

I enjoy the new Training Grounds, but I believe that there are some improvements that could be made. I am sure that the TG will be improved (the Devs have said as much), but here are a few things I would like to see:
  • We need the full map to be available (accessed by hitting "B" like in a live game). I would be surprised if this was not already being worked on.
  • Have all enemy mechs appear on the expanded map, or have a toggle on the expanded map to allow this, especially for Alpine and other large maps. I am in the TG to test stuff (or for new players to learn to drive), not to play hide and seek on a huge map in a slow mech.
  • Allow us to choose which map we drop into. I may want to test my mech on Caustic to stress my heat issues, I may want to see how well I do at long range on a map other than River City, etc. It would save a lot of time to be able to choose the map instead of having it be random.
  • Allow us to choose the enemy mechs and allow us to use mechs from our own mech bays. The current enemy mechs are all "stock" mechs, and many of them have horribly low armor values. It does not give me a good feel for my weapon loadouts when I kill one of them in 1 volley, especially when that 1 volley will not be nearly as effective against a real player.
  • Stats for TG drops. I would like to see the stats listed after a TG drop. I know that this could be artificial, but I would like to see exactly how much damage I am doing, especially if I am attempting to shoot targets like I would in a live game (running in circles, ducking in and out of cover, and not just standing still at 20m)
  • Moving targets. Even if on a static path having a moving target would be very nice. I think having 1 or 2 enemy mechs moving would be sufficient, but having more would always be nice.

Any other suggestions for the TG?


#9 Joseph Mallan

    ForumWarrior

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • FP Veteran - Beta 1
  • FP Veteran - Beta 1
  • 35,216 posts
  • Google+: Link
  • Facebook: Link
  • LocationMallanhold, Furillo

Posted 11 March 2013 - 09:37 AM

Thanks for the Addition Tickd! :)

#10 Aurrous

    Member

  • PipPipPipPipPipPip
  • The 1 Percent
  • The 1 Percent
  • 331 posts

Posted 11 March 2013 - 06:46 PM

if not moveable mechs, at least make them Ping able "active status", not shut down..





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users