D34K, on 22 March 2013 - 11:59 AM, said:
Oh my God, these builds are beyond terrible! I feel bad for new players who will get a very rough onboarding experience of MWO. What on earth are you all thinking?
You should have gotten competition builds from the teams from RHoD or the Proxis league. At least they would be somewhat optimised. There's a bunch of builds here that have 3-4 weapons of different and completely uncomplimentary ranges. First, that's awful; second, that's a whole stack of extra complexity a new player doesn't need.
Well done everyone, this is exactly the opposite of what you should have done.
Phorashi, on 22 March 2013 - 12:10 PM, said:
Do you even understand what is trying to be done with these trial mechs? They don't want to hand newbies the keys to hugely optimized builds. They want the newbies to have to learn to manage heat, ammo, and spacial awareness while HAVING FUN. Read the last two words in the previous sentence again. If new players don't have fun, they aren't going to keep playing.
If they're too slow to make it to the fight, their mech runs too hot for them to manage, or they have to deal with min/max range issues and ammo conservation they aren't going to have as much fun as they would if they could **** a million rounds down range and not have to worry about heat.
That's what I went into my build thinking, It also has enough armor on the back to survive getting it's butt touched, but they will have to turn around to address the issue, and 2 x LLas and a gauss will cut the legs off of any light.
You're also overlooking the fact that the stock builds used currently are absolutely horrible for new players, with few exceptions (The HBK-4SP leaps to mind). This is, at the very least, a HUGE step in the right direction. I'm sorry that the choices aren't splatcats. gauss cats, poptarting CTF-3D snipers, and boomcats.
There is a middle ground to be had here. Not all builds have to be pro-competitive, and not all builds should be made "for fun".
There are supposed to be "solid builds" that a newbie AND vet can use, w/o requiring people to complain how much it is min/maxed to death.
There is an art to building mechs. The issue is that there are "rules of thumb" while designing them. The problem with the the majority of options presented, is that they may be useful for the player that built it, which isn't the case the majority. If the fundamentals were improved on how you build your mech, you can easily design fun, usable, productive, efficient and decent mechs on the field that other people may want to use. Heck, you will often be more productive on the field! That's how important building a mech is to me, as it should for you.
The majority of the builds simply don't follow good building rules. That's the real gripe. Why handicap the newbies further?
Edited by Deathlike, 22 March 2013 - 01:36 PM.