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Pgi - The Low Player Retention Is The Result Of A Disastrous New Player Experience


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#21 Ialti

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Posted 27 March 2013 - 09:12 PM

View PostBluten, on 27 March 2013 - 08:04 PM, said:


This. He typed this big HUGE wall just to pull crap out of his a$$. Grow some patience and come back later.


I can sort of agree. But you 'liked' yourself. And he has good ideas.

View PostProtection, on 27 March 2013 - 06:45 PM, said:

Mechwarrior: Online is actually a very good game - there's depth, there's customization, there can be strategy and surprise, and there is potential to grow in many different directions. Yes, there's glitches, balance issues, mechanics changes, etc that all need to be looked at, but the core gameplay is actually really well done.

But how the hell you have gone into open beta, and on for almost six months, without so much as a new player tutorial is truly mind boggling!

And no, the Training Grounds are not a sufficient supplement for a proper tutorial.

THIS is what a proper tutorial looks like (3:30):



A spunky commander, played by a talented voice actor, giving step by step, play by play instructions as you learn the game, and all of its mechanics, piece by piece.

Now I understand that not all of the game mechanics are in place, and that some big things are still probably going to change for MW:O, but even a half assed attempt at a tutorial like the above would be infinitely better than 'training grounds,' a barren empty lifeless map where static, lifeless mech statues sit with no explanation or interaction.


And after 'testing grounds' (assuming a new player is even wise enough to begin there) the new player experience doesn't get much better. You get forced into a choice of one of four heat-death-traps designed to kill new players, and not at all suited the gameplay of Mechwarrior: Online. These inefficient, under-optimized machines mean that you are forced to manage your heat much more than any other player that customized their own mech, use inferior weapon loadouts (rarely are trial mechs lucky enough to be boating multiple identical weapons), and most builds (especially the 3025 designs) have none of the expected features of those custom mechs - like Endo Steel, Gauss Rifles, and Double Heatsinks.

Stock mechs really don't have a place in MWO at the moment. No one is running a stock mech (or anything even remotely close, except maybe the 4SP Hunchback) in competitive play or top-ELO games. Almost none of the stock designs work well, and even bad customized designs are almost always vastly superior (obvious example - the Goon Dragon about to win the Trial Mech contest - is a bad design, yet it still blows most of the trial mechs away).

I realize that "stock mechs are supposed to be common and abundant" and "they were the norm in the Inner-Sphere" and other lore and tabletop arguments - but that is best solved with a lobby system - which would allow players to RP or play with 3025 tech or stock mechs only (and solve a dozen other issues as well). As for the Mechwarrior: Online Inner Sphere - the Atlas is the most common of all mechs, the Catapult is a front line brawler, and the Raven is a dominating, speedy Light-hunter-killer. The average mechwarrior has between four and twenty mechs to his name, and there are only six different planets in the galaxy. The lore has been devastated by the game mechanics already, it's time to let it go. Time to take new players out of - and away from - Stock Mechs forever.

Basically, you are taking the newest players with no experience or preparation and then giving them the absolute worst possible equipment (in a PVP only game!) and then wondering why they don't feel like committing ten long tedious hours to the game to get their first customized and well-built mech. Especially with a hundred other free to play games on the market (many with the same poor player retention, wondering why clueless new players are not sticking with their tutorial-less, grindy game that forces you to use terrible equipment for many hours before fun can be achieved).

New players get little feedback or communication either. "Hey, remember that guy in the last game who told me how to me how to assign weapon groups and when to use LRMs?" No, of course you dont, because the friends list is so obtrusive and chatting using it is appalling. There's no out-of-game chat, no place to see who you recently played with, no place to ask about what happened in that last game while you were lost in the cave -- there's nothing in the game for human interaction. The only place to go for that sort of thing is the MW:O forums, a wretched hive of scum and villainy that most new players will never check out before giving up on the game forever.

ELO doesn't really address a lot of these issues either. Because MW:O doesn't have a huge concurrent playerbase the way that, say Dota2 or LoL (other ELO using games) do - this means that rather than having a game with 16 low ELO players, you get paired off to each team, so you might get 6 low ELO players, 8 mid ELO players, and 2 high ELO players, an then put 3, 4, and 1 on each team respectively. And all this does is make 3 players on each team useless prey to be devoured and eaten by the five on the other team. Not being able to (often) really contribute to a match because of vastly inferior equipment (coupled with the hurdles to overcome of being a new player) really seems like it would be a totally justified turn off for a new player trying to approach this game.

And as I mentioned before -- a lobby system would do so much to alleviate this. Newbie only games, teaching sessions, practice matches (with no stats tracked), choosing maps, choosing opponents, choosing settings -- would all be a huge benefit for new players (as well as absolutely everyone else playing) since they could have some control over their matches, rather than leaving it to PGI's best equations to forcibly choose their opponents for them each time.

It pretty much sucks terribly to be a new player in MW:O.

Which is why many new players don't stick around. Which is bad for the game - both it's life expectancy and it's content releases, so policy ought be changed to retain new players. And this is where the horrid idea of 3rd person comes in. But 3rd person is very much the wrong response. This is the result of listening to a (bad, overpaid) focus group with a bunch of people who have never played Mechwarrior and never ever wanted to until they were paid to for a focus group having bad ideas because the only two other games they ever played were Halo and Gears of War. I'm sure some marketing blockhead is saying "but look at the popularity of those games" -- this blockhead knows nothing about game marketing or commercial game success and should be fired on the spot. Games, especially games with limited or smaller budgets and resources, cannot steal from larger fanbases by imitating those games. So many other MMOs fail, because they try to imitate World of Warcraft - rather than doing their own thing. This is one of the reasons EVE is still around and still thriving - because it decided not to be WoW in space, but a richer, deeper, more complex game.

So in conclusion (TL;DR):
  • Tresting grounds suck. Make a real tutorial.
  • Stock mechs are terrible and only become an even bigger handicap for the players who are already most lacking in experience and game understanding
  • Instead give players a wide selection of well optimized mechs that are built to function in a specific role (eg/ brawler, sniper, scout, LRM-boat)
  • Lobby system. Lobby System. LOBBY SYSTEM. ASAP.
  • Coupled with the lobby system - an out-of-game open chat, like those you find on pretty much every multiplayer online gave ever to exist
  • ELO isn't really a solution - it's not even a bandaid. It has its place, but it's not a cure to the issues.
  • 3rd person isn't the cure either - it's a bad idea put forward by a focus group of non-gamers, and really needs to be kept away from any even remotely serious play.
Also, last but not least, some preemptive rebuttals to some incoming terrible (and flawed) arguments:
  • "I had a great game in a trial mech. Look at my scoreboard." -- Good for you. You don't know what anecdotal evidence is.
  • "Grrrr, don't give new player better mechs. I had to grind through a hundred games in a Stock Dragon 1-N just to get my first Commando. You young kids don't know how to work for things." -- This isn't boot camp, this is pretend-robot fun time, and it's player-versus-player only. The weakest, newest players deserve, at the least, equal footing with the rest of us.
  • "But I learned the game without a tutorial. If I can learn it without a tutorial then so can everyone else." -- Everyone else is bombarded by a dozen different free to play titles, all of which take hours to learn without a proper tutorial. Enough playtime across enough games, means you are going to lose players to sheer market over-saturation, and this is only amplified if there isn't a convenient system for figuring everything out in a short amount of time.
Okay, all done.



Here're a couple of answers you didn't preempt:

-If PGI's supposed to be branching out and doing it's own thing, so as not to try and be other games (see your post's section on 3rd person), then why should it implement a lobby in order to be like "pretty much every multiplayer online gave ever to exist?"

-Beta. A lot of this stuff might very well be incoming.

-Numbers?

#22 Flashback37

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Posted 27 March 2013 - 09:15 PM

These forums are as big a turn off for newbies as the learning curve. I jumped right in and got slaughtered, came to the forums for help and found multiple threads complaining about/insulting newbies. Only my love of big stompy robots has kept me around this long. I really don't think I'll keep playing much longer either. I refuse to join a team as I really don't want to associate with most of the arrogant a-holes I see here. And pugging is just frustrating as hell.
Now cue the name calling, etc.......

#23 Thirdstar

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Posted 27 March 2013 - 09:17 PM

Wow, people actually, genuinely have a problem with Protection's post..............these forums are irredeemable.

I don't why you bother mate, let the game and its white knights burn together.

#24 yashmack

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Posted 27 March 2013 - 09:24 PM

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#25 Erasus Magnus

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Posted 27 March 2013 - 09:29 PM

they just have to look at their prime competitor, hawken. they have such a tutorial.

#26 ryoma

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Posted 27 March 2013 - 10:20 PM

I foresee an early death without a proper tutorial when this game goes full release.

Add a tutorial, save the game.

#27 Thirdstar

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Posted 27 March 2013 - 10:34 PM

View PostStone Profit, on 27 March 2013 - 06:51 PM, said:

Low player retention? I think they know about player retention far more than you do, since they have the data. But feel free to keep acting like you know all about it ;)


I love how the other guy showed up later in the thread and proved how you don't know what you're talking about. It was priceless.

Quoting for posterity.

"Bryan Ekman, on 22 March 2013 - 06:33 AM, said:We did an analysis of our data and found that players in general were having a hard time learning how to control their BattleMechs. We spent time studying their behaviours, observing, and then formulated a series of improvements. You have already seen some of them (new user controls). We did some market research, looked at the target demographic that we engaged initially but did not retain (played a few matches and left), and found that many players were not able to easily grasp the concepts of their `Mech, especially movement. 3rd person will help solve some of these issues, along with a new UI, training and testing grounds, and other features coming down the pipeline."

#28 PANZERBUNNY

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Posted 27 March 2013 - 10:36 PM

3PV will change the new player experience...right?

#29 PhDGreg

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Posted 27 March 2013 - 10:42 PM

I agree with most of OP's points - a tutorial would be great, as would a lobby system and integrated meta-game player communication.

One issue that isn't so simple to fix is that of trial mechs. Giving new players well specced mechs with no limiting factor brings some issues with it:
  • Some players will buy MC to avoid the trial mech grind.
  • Having to play in inferior mechs motivates you (admittedly in a roundabout way) to earn enough to buy your own.
  • Playing a badly specced mech guides you towards one of the game's big drawcards - the ability to customise mechs and end up with something that feels like yours.

A middle point needs to be reached - one which gives new players mechs that they can enjoy playing (i.e. ones that don't suck as much as a trial mech), while limiting them enough to motivate them to buy MC/grind/get into the mech lab. This requires planning, thought, testing, etc.

#30 Zerbob

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Posted 27 March 2013 - 10:46 PM

1) Replace trial 'Mechs with community designs that make sense. This will also work well for the other intended purpose of trial 'Mechs which was to try the 'Mech out before you bought it as an already established player.

2) Make a simple, but effective tutorial. Have them start off with basic look commands with locked feet. Then let them move. Then let them move and look, followed by move look and shoot. Throw in some comments about weapon grouping and you're golden.

3) While the main combat of MWO is not exactly strictly to lore, there is a way to change that. Once pre-game lobbies are made (I sincerely hope they are at least in consideration) allow for a new lobby type "Stock Class". These games would feature stock variants only. If you for instance owned a Centurion CN9-D but had modified it, you would be able to play in a stock class CN9-D if you wanted to. It would also have a Trial 'Mech rotation but this one would perhaps be a bit larger than 4 designs.

#31 Chavette

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Posted 27 March 2013 - 10:53 PM

View PostFlashback37, on 27 March 2013 - 09:15 PM, said:

I refuse to join a team as I really don't want to associate with most of the arrogant a-holes I see here. And pugging is just frustrating as hell.
Now cue the name calling, etc.......

How dare you call me name calling, or arrogant!

#32 Tigridor

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Posted 27 March 2013 - 10:55 PM

View PostProtection, on 27 March 2013 - 06:45 PM, said:

Mechwarrior: Online is actually a very good game - there's depth, there's customization, there can be strategy and surprise, and there is potential to grow in many different directions. Yes, there's glitches, balance issues, mechanics changes, etc that all need to be looked at, but the core gameplay is actually really well done.

But how the hell you have gone into open beta, and on for almost six months, without so much as a new player tutorial is truly mind boggling!

And no, the Training Grounds are not a sufficient supplement for a proper tutorial.

THIS is what a proper tutorial looks like (3:30):



A spunky commander, played by a talented voice actor, giving step by step, play by play instructions as you learn the game, and all of its mechanics, piece by piece.

Now I understand that not all of the game mechanics are in place, and that some big things are still probably going to change for MW:O, but even a half assed attempt at a tutorial like the above would be infinitely better than 'training grounds,' a barren empty lifeless map where static, lifeless mech statues sit with no explanation or interaction.


And after 'testing grounds' (assuming a new player is even wise enough to begin there) the new player experience doesn't get much better. You get forced into a choice of one of four heat-death-traps designed to kill new players, and not at all suited the gameplay of Mechwarrior: Online. These inefficient, under-optimized machines mean that you are forced to manage your heat much more than any other player that customized their own mech, use inferior weapon loadouts (rarely are trial mechs lucky enough to be boating multiple identical weapons), and most builds (especially the 3025 designs) have none of the expected features of those custom mechs - like Endo Steel, Gauss Rifles, and Double Heatsinks.

Stock mechs really don't have a place in MWO at the moment. No one is running a stock mech (or anything even remotely close, except maybe the 4SP Hunchback) in competitive play or top-ELO games. Almost none of the stock designs work well, and even bad customized designs are almost always vastly superior (obvious example - the Goon Dragon about to win the Trial Mech contest - is a bad design, yet it still blows most of the trial mechs away).

I realize that "stock mechs are supposed to be common and abundant" and "they were the norm in the Inner-Sphere" and other lore and tabletop arguments - but that is best solved with a lobby system - which would allow players to RP or play with 3025 tech or stock mechs only (and solve a dozen other issues as well). As for the Mechwarrior: Online Inner Sphere - the Atlas is the most common of all mechs, the Catapult is a front line brawler, and the Raven is a dominating, speedy Light-hunter-killer. The average mechwarrior has between four and twenty mechs to his name, and there are only six different planets in the galaxy. The lore has been devastated by the game mechanics already, it's time to let it go. Time to take new players out of - and away from - Stock Mechs forever.

Basically, you are taking the newest players with no experience or preparation and then giving them the absolute worst possible equipment (in a PVP only game!) and then wondering why they don't feel like committing ten long tedious hours to the game to get their first customized and well-built mech. Especially with a hundred other free to play games on the market (many with the same poor player retention, wondering why clueless new players are not sticking with their tutorial-less, grindy game that forces you to use terrible equipment for many hours before fun can be achieved).

New players get little feedback or communication either. "Hey, remember that guy in the last game who told me how to me how to assign weapon groups and when to use LRMs?" No, of course you dont, because the friends list is so obtrusive and chatting using it is appalling. There's no out-of-game chat, no place to see who you recently played with, no place to ask about what happened in that last game while you were lost in the cave -- there's nothing in the game for human interaction. The only place to go for that sort of thing is the MW:O forums, a wretched hive of scum and villainy that most new players will never check out before giving up on the game forever.

ELO doesn't really address a lot of these issues either. Because MW:O doesn't have a huge concurrent playerbase the way that, say Dota2 or LoL (other ELO using games) do - this means that rather than having a game with 16 low ELO players, you get paired off to each team, so you might get 6 low ELO players, 8 mid ELO players, and 2 high ELO players, an then put 3, 4, and 1 on each team respectively. And all this does is make 3 players on each team useless prey to be devoured and eaten by the five on the other team. Not being able to (often) really contribute to a match because of vastly inferior equipment (coupled with the hurdles to overcome of being a new player) really seems like it would be a totally justified turn off for a new player trying to approach this game.

And as I mentioned before -- a lobby system would do so much to alleviate this. Newbie only games, teaching sessions, practice matches (with no stats tracked), choosing maps, choosing opponents, choosing settings -- would all be a huge benefit for new players (as well as absolutely everyone else playing) since they could have some control over their matches, rather than leaving it to PGI's best equations to forcibly choose their opponents for them each time.

It pretty much sucks terribly to be a new player in MW:O.

Which is why many new players don't stick around. Which is bad for the game - both it's life expectancy and it's content releases, so policy ought be changed to retain new players. And this is where the horrid idea of 3rd person comes in. But 3rd person is very much the wrong response. This is the result of listening to a (bad, overpaid) focus group with a bunch of people who have never played Mechwarrior and never ever wanted to until they were paid to for a focus group having bad ideas because the only two other games they ever played were Halo and Gears of War. I'm sure some marketing blockhead is saying "but look at the popularity of those games" -- this blockhead knows nothing about game marketing or commercial game success and should be fired on the spot. Games, especially games with limited or smaller budgets and resources, cannot steal from larger fanbases by imitating those games. So many other MMOs fail, because they try to imitate World of Warcraft - rather than doing their own thing. This is one of the reasons EVE is still around and still thriving - because it decided not to be WoW in space, but a richer, deeper, more complex game.

So in conclusion (TL;DR):
  • Tresting grounds suck. Make a real tutorial.
  • Stock mechs are terrible and only become an even bigger handicap for the players who are already most lacking in experience and game understanding
  • Instead give players a wide selection of well optimized mechs that are built to function in a specific role (eg/ brawler, sniper, scout, LRM-boat)
  • Lobby system. Lobby System. LOBBY SYSTEM. ASAP.
  • Coupled with the lobby system - an out-of-game open chat, like those you find on pretty much every multiplayer online gave ever to exist
  • ELO isn't really a solution - it's not even a bandaid. It has its place, but it's not a cure to the issues.
  • 3rd person isn't the cure either - it's a bad idea put forward by a focus group of non-gamers, and really needs to be kept away from any even remotely serious play.
Also, last but not least, some preemptive rebuttals to some incoming terrible (and flawed) arguments:
  • "I had a great game in a trial mech. Look at my scoreboard." -- Good for you. You don't know what anecdotal evidence is.
  • "Grrrr, don't give new player better mechs. I had to grind through a hundred games in a Stock Dragon 1-N just to get my first Commando. You young kids don't know how to work for things." -- This isn't boot camp, this is pretend-robot fun time, and it's player-versus-player only. The weakest, newest players deserve, at the least, equal footing with the rest of us.
  • "But I learned the game without a tutorial. If I can learn it without a tutorial then so can everyone else." -- Everyone else is bombarded by a dozen different free to play titles, all of which take hours to learn without a proper tutorial. Enough playtime across enough games, means you are going to lose players to sheer market over-saturation, and this is only amplified if there isn't a convenient system for figuring everything out in a short amount of time.
Okay, all done.




look on this post, a idea for more game balance between chassis, variants and between IS and CLANs.
need more diversity.

only a idea!!
http://mwomercs.com/...effekt-for-mwo/

#33 Toong

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Posted 27 March 2013 - 11:28 PM

So uh, care to explain how you came to the conclusion that the game has a low retention rate? Because I'm pretty sure it has no problem with keeping players.

#34 Thirdstar

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Posted 27 March 2013 - 11:47 PM

View PostToong, on 27 March 2013 - 11:28 PM, said:

So uh, care to explain how you came to the conclusion that the game has a low retention rate? Because I'm pretty sure it has no problem with keeping players.




"Bryan Ekman, on 22 March 2013 - 06:33 AM, said:We did an analysis of our data and found that players in general were having a hard time learning how to control their BattleMechs. We spent time studying their behaviours, observing, and then formulated a series of improvements. You have already seen some of them (new user controls). We did some market research, looked at the target demographic that we engaged initially but did not retain (played a few matches and left), and found that many players were not able to easily grasp the concepts of their `Mech, especially movement. 3rd person will help solve some of these issues, along with a new UI, training and testing grounds, and other features coming down the pipeline."

Because apparently, reading is hard.

#35 Chief 117

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Posted 27 March 2013 - 11:54 PM

I didn't need a tutorial for this game since I think it is pretty self explanatory. It is like asking to have a tutorial in call of duty, you just point and shoot. I remember when I 1st played the game back in summer and during my 1st match I found out all I needed to know to play without having somebody else to take me "step by step" how to press W, S, A, D and the mouse buttons.

Edited by Chief 117, 27 March 2013 - 11:54 PM.


#36 Thirdstar

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Posted 28 March 2013 - 01:52 AM

View PostChief 117, on 27 March 2013 - 11:54 PM, said:

I didn't need a tutorial for this game


Therefore no one else needs one either. Brilliant.

Did you need help coming up with this deep and startling insight?

#37 TalonOne

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Posted 28 March 2013 - 01:52 AM

Might be true, but in CoD the soldiers are weightless beings without inertia. A mech doesn't turn on a dime, a mech walks straight forward when you look to the side, etc. The game mechanics are way more complex than in Modern Noobfare.

A simple tutorial like in the old Mechwarrior games would be enough already to teach looking around, moving the arms independently, Looking and moivng independently and teaching about weapons grouping, heat, etc.

#38 Roadbeer

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Posted 28 March 2013 - 01:56 AM

View PostThirdstar, on 27 March 2013 - 11:47 PM, said:




"Bryan Ekman, on 22 March 2013 - 06:33 AM, said:We did an analysis of our data and found that players in general were having a hard time learning how to control their BattleMechs. We spent time studying their behaviours, observing, and then formulated a series of improvements. You have already seen some of them (new user controls). We did some market research, looked at the target demographic that we engaged initially but did not retain (played a few matches and left), and found that many players were not able to easily grasp the concepts of their `Mech, especially movement. 3rd person will help solve some of these issues, along with a new UI, training and testing grounds, and other features coming down the pipeline."

Because apparently, reading is hard.


It doesn't say that there is a low retention rate. It says, of those they didn't retain, it was because they were not able to grasp the concepts.

Because apparently, spin is easy.

#39 Thirdstar

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Posted 28 March 2013 - 01:58 AM

View PostTalonOne, on 28 March 2013 - 01:52 AM, said:

Might be true, but in CoD the soldiers are weightless beings without inertia. A mech doesn't turn on a dime, a mech walks straight forward when you look to the side, etc. The game mechanics are way more complex than in Modern Noobfare.

A simple tutorial like in the old Mechwarrior games would be enough already to teach looking around, moving the arms independently, Looking and moivng independently and teaching about weapons grouping, heat, etc.


CoD doesn't have heat, critical slots, hardpoints, etc.

It's isn't just the basics that are the problem here. Ferro is badly explained, I'd even say it's flat out wrong. Double heat sinks aren't really double. What about engine heat sinks, any explanation for that around? What about PPC min range? LRM min range? ECM? BAP? TAG? Overheat? XL engines? The list goes on and on.

#40 Roadbeer

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Posted 28 March 2013 - 02:01 AM

View PostThirdstar, on 28 March 2013 - 01:58 AM, said:


CoD doesn't have heat, critical slots, hardpoints, etc.

It's isn't just the basics that are the problem here. Ferro is badly explained, I'd even say it's flat out wrong. Double heat sinks aren't really double. What about engine heat sinks, any explanation for that around? What about PPC min range? LRM min range? ECM? BAP? TAG? Overheat? XL engines? The list goes on and on.


I'll agree with you there, documentation and explanation of systems in this game is the suck.





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