Zerstorer Stallin, on 23 March 2013 - 11:57 AM, said:
Its ok, you don't get! Battlemechs all had flaws in the TT. Part of the game was learning to manage your flaws and making your strengths stand out. It wasn't about stacking 6 PPC's and blasting away while say "L2P NOOB".
I am not Battletech expert, but I get that TT mechs had all flaws and strengths.
But MW:O Battlemechs do have different or additional flaws compared to the TT mech.
The AWS-8Q is a fine Table Top mech. Despite using 3 powerful PPCs, and using a superflous small laser instead of another 0.5 tons of ammo (because the rules didn't allow that when it was created), it could fire for long periods of time without gaining terrible amounts of heat, and it colud also cool off relatively simply be just not shooting one PPC for a turn every 3 turns.
MW:O turned the AWS-8Q in a mech that could overheat within 10 seconds and would take 20 seconds of inactivity to full cool off.
That has
nothing to do with regular Battletech flaws. The regular Battletech flaw of the AWS-8Q would be that it had to deal with a minimum range (and only that pathetic small laser in that range bracket). Force the AWS in a brawl, and it would be screwed.
This flaw is something that MW:O retained - but why that other flaw? What is it good for? Why force this on a new player that has to learn so many things while enemies are out to kill him?
It's not about giving new players Formula One Racers with "improved" Trial Mech. Is about giving them a mech that they can handle. Something that doesn't out-perform other mechs, but it's weaknesses are "soft" - they don't directly affect the complexity of handling the mech. A good trial mech would simply be a mech that deals poor damage, not a mech that overheats after 10 seconds because he has too many guns for this game.
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A thing I want to stress here:
I don't think MW:O is complicated or the controls are complicated. THey are merely complex -that means they can do a lot of things. But they are learnable and understandeable. It's not that you have to press 5 keys together, followed by a 12-step-variable-key-sequence an tilt your head in a special way to make your mech walk and shoot.
The controls are well thought out and I think the indicators aren't even bad. But the player must know what these controls are, and what indicators to look for, otherwise it is very easy to get lost. But you're dropped in the middle of a PvP game - things get tight early on. A player unfamiliar with Battletech will not even have an idea that certain things might be worth looking for - like torso twist indicators, or controls to group your weapons.
Edited by MustrumRidcully, 23 March 2013 - 12:52 PM.