Now that we are less than two weeks away from launch, I have a radical suggestion.
We are about to get an influx of players (hopefully). However, the speed in which your mech can get creamed in game could be a real turn off for many. Several of my real life friends have tried the game, and every single one of them was put off by the speed in which their mechs were bombed out. They couldn't stand it, and moved on...never to return despite my best recruiting efforts.
The solution to this isn't nerfing the gauss rifle or the PPCs or turning perfectly good weapon systems or loadouts into unusable combos. The solution is a decent tutorial.
PGI has already doubled armor from Table Top, making it harder for a lone mech to sneak behind the enemy and kill at least one before the entire team turns around and becomes your own personal firing squad..
I believe that learning to play would satisfy just about everyone.
Think of the many benefits:
-Your mech will live longer, making the game more enjoyable for many.
-15 minute matches might actually happen..meaning less c-bills will be earned overall. This is something PGI has been trying to address. Simple solution: Learning to play!
-No more funky changes to the weapon systems: That Dual PPC/Gauss blast can be avoided for a while, whilst your team closes in on the Pop Tart.
-Brawling will become more viable and more fun due to lengthier engagements. You might actually live long enough for your teammates to arrive on scene.
-Heat becomes an ongoing concern and must be managed properly. Heat in the current meta, despite PGI's best efforts, remains an afterthought.
-Ammo will run out. Some people may complain, but learning to play will force more energy weapons and varied loadouts. This could make the end-game more interesting...
-It will be easier for newer players to integrate: More money for PGI
-Light & Medium Mechs will live longer and play more role warfare instead of being 1 alpha trashcans.
I see the benefits of learning to play to be many...and this would address some of the gameplay balance concerns that PGI seems to have trouble addressing.
I also think it will make the game more fun.
Discuss....
1
The Case For L-Ing 2P
Started by Sephlock, Sep 10 2013 12:58 PM
7 replies to this topic
#1
Posted 10 September 2013 - 12:58 PM
#2
Posted 10 September 2013 - 03:45 PM
Good tutorials coming with/after UI 2.0. Allegedly.
#3
Posted 10 September 2013 - 05:02 PM
ROF must decreased. Of everything.
#4
Posted 10 September 2013 - 06:47 PM
A matchmaker that does something other than random matches 50% of the time would be even better.
#6
Posted 20 September 2013 - 05:32 AM
Homeless Bill, on 10 September 2013 - 03:45 PM, said:
Good tutorials coming with/after UI 2.0. Allegedly.
However after further study and the advice of the invisible "Majority" PGI has decided that New players do not require a F2P tutorial. However we will be working on a Consumable one that you can purchase for 10,000 MC or 1,000,000 GXP. However if you use it, your Elo will be instantly increased by 1,500 points per use.
Edited by Joseph Mallan, 20 September 2013 - 05:33 AM.
#7
Posted 20 September 2013 - 05:46 AM
Is it bad that I continued listening to the minigun video for about 3 minutes while foruming before finally stopping the video?
#8
Posted 20 September 2013 - 05:49 AM
No sir its not!
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users