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Why Im So Disapointed


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#21 Tahribator

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Posted 23 October 2013 - 12:53 AM

View PostNovakaine, on 22 October 2013 - 12:34 PM, said:


Aspects?
I don't see no stinkin aspects!


Great reply. I advise you to stop playing whatever FOTM mech you've been running and try a completely different mech(Cicada, Commando, Dragon, Awesome, Quickdraw,Trebuchet . . .) AND be good at them(mastering doesn't count, I'm talking about consistent >400dmg matches). Also, no AC20's or PPC's. Pure laser/SRM builds as much as possible(close to stock).

Only then you'll start to appreciate the little roles these mechs have in their category and how much they force you to change your gameplay.

Edited by Tahribator, 23 October 2013 - 12:54 AM.


#22 oldradagast

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Posted 23 October 2013 - 08:30 AM

View PostFut, on 22 October 2013 - 08:36 AM, said:



Yeah, if anything, it'd make more sense to start people off in the Mediums - you know, the "workhorse" of the IS. Then after they level (or whatever) they can decide if they want to stay put in the Meds, move up into Heavy Mechs, or move down into Lights.


While mediums are not easy to play, I think they are easier than Lights and, arguably, easier than assaults for a new player. As player skill goes up, they begin to understand assaults and the situation reverses. But a new player would do far better hanging out with his allies in a Centurion or Hunchback vs. standing in the back with an LRM-covered Atlas having no clue where to go or how to handle everyone shooting at him.

That being said, players of any rank should be able to buy the mechs they want and play them and we really need to get away from crummy trial mechs as people's first introduction to the game.

Edited by oldradagast, 23 October 2013 - 08:30 AM.


#23 Sandpit

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Posted 23 October 2013 - 10:39 AM

I like trial mechs but not as is currently implemented. These mechs shouldn't be a new player's experience. These should be for players to jump out and experiment wwith new chassis and weight classes that already understand heat management and such. These are not optimized mechs able to compete with custom builds in the hands of a brand new pilot. I would suggest having contests for monthly builds among the players. Players can submit builds and let the community vote on which one will be featured for new players to play in for the next 2 weeks. (Limit THESE mechs ot new players under a certain mission number or prior to purchasing their first mech, etc.) Then new players get to see what they can build and what they're working towards when it comes to customization. Reward the designer of the mech with a medallion that gives like a 2% loyalty bonus as a reward for participating and helping the community.

#24 ColdCutz

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Posted 27 October 2013 - 05:05 AM

View PostSecret Chicken, on 20 October 2013 - 08:52 AM, said:

I understand that funding is crucial to development but the current model simply feels like the only goal is to squeeze as much money from the fans by doing the absolute safest thing.

Yup.

#25 Nik Van Rhijn

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Posted 30 October 2013 - 12:37 PM

View PostFut, on 22 October 2013 - 08:36 AM, said:


Yeah, if anything, it'd make more sense to start people off in the Mediums - you know, the "workhorse" of the IS. Then after they level (or whatever) they can decide if they want to stay put in the Meds, move up into Heavy Mechs, or move down into Lights.

Actually at the moment mediums are probably harder to play than lights. Greater size (as big as Heavies in some cases) and much less speed mean they die very quickly unless you know how to set up and play them.





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