I remember discussing with a friend and he emphasized the difference between a noob and a newbie. The newbie is a new player who has yet to understand the game but the noob, is a player who has played the game for a long time and refuse to improve citing reasons whether justified or not, often moral in nature.
I first started competitive gaming in Company Of Heroes online in ranked 1v1 but despite all my knowledge of real military strategy I could never break through lvl 10 (in CoH, rankings are competitive) and I read this article posted by someone else on Gamereplays COH Forums about why I'm a noob/scrub. I recommend everyone who wants to stop being a noob to read it.
http://www.sirlin.ne...win-part-1.html
I was held back precisely by my idea of "balance" and "military realism" and soon after, I broke into the top 100 ranking. Unfortunately, I didn't have time to play 8 hours a day as going up in levels requires you to earn sufficients wins and w/l ratios but I can say in hindsight I've beatened a ranked 13 player so I'm definitely somewhere up there.
MWO is Pay To Win
First of all, MWO is pay to win. There are many people out there who will contest this notion with antiquated arguments. I'll however, present very different reasons why MWO is pay to win. Assuming you're a good player, who is willing to learn, observe and experiment, you're often a mature player as well. This means we have other things to deal with in life like: cooking, doing the laundry, having a job or career, further studies etc. This leaves you with barely 2 hours a weekday, maybe 16 hours per gaming stretch on weekend (8 hrs a day) and that's assuming you don't have a life outside of MWO (read -> MWO is my 2nd job).
A Mech is non-competitive without Double Heat Sinks and sometimes an XL engine. Mechs can cost anywhere between 2 million - 10 million cbills and after fitting out with DHS and some weapons, they would run at 4 million - 12 million cbills + additional costs as you continually tweak and customise (EndoSteel + Artemis). Mechlab is theoretical performance, you need actual ingame evidence.
If you hit 150k cbills per match like a pro, an average match takes 10-15mins (incl. of search time, ready up time, play time, load out time), that means you can only earn 600k - 900k cbills per hour. With your limited time of 26 hrs per week (assuming you're playing MWO exclusively), you can grind up 15.6 million - 23.4 million cbills, enough to buy and customise 2-3 mech variants, earn your elite bonuses and call it a day. That's the best case scenario.
Statistics first...
WarHippy, on 10 October 2013 - 09:07 AM, said:
- Average match time is 8.4 minutes.
- Average CB/match is 79,069
.
- Average CB/hour is 564,778
if you only have 1 BattleMech to use.
- New players can earn 7,981,686
in cadet bonuses during their first 3.5 hours in addition to between 1-3 million
in regular game earnings
If you're the average player you're earning only 565k cbills per hour. I use 10 million cbills as the approximate mark for full customisations (Light Mechs need XL, Endosteel, DHS and maybe even Ferrofibrous, Med Mechs just DHS and Endosteel, maybe XL and Heavy/Assault Mechs mostly just DHS but endosteel/XL situationally).
That's almost 18 hours of WORK there. Welcome to your 2nd job.
Personally, I think this will be the main reason why MWO will not last. This generation of modern gamers do not understand the trials of insanely difficult platformers.
http://ultimategamed...uls%20Comic.jpg
This comic sums it up perfectly. Go find out about Dark Souls if you want to know what is... difficulty. Just imagine that Dark Souls is actually easy once you mastered it. The old platformers, even when mastered, are still extremely difficult to play.
Why Buy Mechs?
First of all, the more varieties of mechs you play, the faster you improve, the more you learn about different play styles, what works what doesn't work and you apply mentalities across different mechs etc. The more you're stuck grinding up on a single mech (even though free), the more restricted you are to a single playstyle, non-stop repetition and you learn nothing new.
Your time is precious (unless you don't have a job). 1 Mech is 1 hours work worth of pay vs 10 hours grind for me. Alternatively, you can go premium time + hero mechs (30% bonus) which stacks going for a total of 95% increase in cbill earnings, almost halving that time.
With that I'm able to try almost all the whine that people on the forums are screaming about and I will address that shortly. I bought the Spider-5K(C), the Atlas DDC, Highlander, Jaegermech (the only mech I bought on cbills apart from my first Centurion), Victor etc and you learn just how... "unviable" they really are.
Poptart Snipers
http://mwomercs.com/...-poptartonline/
That thread got me going. Poptart snipers are exceedingly easy to beat. You have 2 choices:
Decent Range & Fire on poptart from good position
1. Learn to read maps. Granted this isn't in your standard topographic map with contour lines... you can still identify hills and lines of fire.
2. Manoeuvre to said position and proceed to fire on pop tart sniper.
Reasoning: I've played Victor as a poptart sniper with AC20/SRM combination and dual PPC combination. It is effective up to 300m and requires highly accurate twitch reflex at 400m. Thereafter the probability of hitting is too low. If you're loaded with large lasers (almost any mech can load this), you can fire on them at 450m behind cover (no LRM rain) and the poptart snipers will have a hard time hitting a small target (just ur arm, or barely the peak of ur upper torso) if done right. If you look at what the player in the video was doing, he is carrying ACs which has an effective distance ranging from 450m - 620m (AC10, AC5), firing out the "side" of a slope instead of over the top of the slope to maximise his mech's effectiveness and camping infront of a pop tart sniper??? Of course you lose.
Close range strong DPS & Brawling skills
1. Use terrain cover, torso twisting, zig zag running and manoeuvre up to said target
2. Proceed to obliterate tart with MLaser and SRMs.
Reasoning: A single PPC poptart is not very effective pay-off. I would say 2 PPC + Jumpjet would work better and that's working out to be 14 tons + 2-8 tons of jumpjets, not counting other weapons he may have. He can't shoot below 90m. If he can, he is using ER PPC which has even worse heat issues, or he has some secondary weapons which wouldn't be very effective anyway.
PPC / ERPPC = 2.50 DPS
Mlaser = 1.25 DPS
SRM6 = 3.00 DPS
A Centurion 9A with 2 ML, 3SRM6 is 11.50 DPS vs 5.00 DPS + backup weapons. Guess who wins? Don't forget if you're running tonnage efficient weapons you will also have a fast movespeed, allowing you to dodge and close distance fast.
High Alpha Meta
Again a huge stupid thread.
Decent Range & Fire on scary brawler from good position
1. Equip Large Lasers / ACs / PPC
2. Fight only at your effective range and maintain distance.
Reasoning: I find it stupid whenever I see people with ACs or even ER Large lasers charging all the way up to the enemy at 200m to shoot them. You can deal full damage at 450m and above... why go close in???
Close range strong DPS & Brawling skills
1. Equip Damage - Heat efficient weapons like ACs / SRMs
2. Use terrain cover, torso twisting, zig zag running and manoeuvre up to said target
3. Proceed to obliterate tart.
If you look at a lot of the builds on mech loadouts etc. You'll see that all of them despite their high alpha abilities have really poor heat efficiency. Guess what? It doesn't matter if you take a full alpha at some point in the torso. They'll be stuck trying to manage their heat while you happily plink them anyway. There was a poster who wrote on the concept of Steady Stream Philosophy which works on similar principles but needs tweaking.
The current long range meta that everyone is raving about is extremely dumb and only works because players are stupid and timid. Again, Large Lasers, PPCs have very poor DPS and HPS but if you stay at long range and let them shoot off a shot every 6 seconds or so, they'll have zero heat efficiency issues and let's just say even a DPS of 0.01 can grow to a very big number if you give them unlimited amount of time to deal damage.
The OP AC!
Admitted the AC is rather powerful in its current form. I've even looked up TT rules and stuff to try to understand why it is OP. The basic idea of fighting the AC is this. The AC has the WORSE, absolute WORSE Damage per Ton and the medium laser has the highest damage per ton.
Beating the AC is a matter of going "High Alpha Strike" with fast speed. Go in close, drop off your alpha and run to cover. Rinse and repeat. His high DPS isn't going to work if you're not exposing your target.
Conclusion
Being able to have multiple mechs to deal with the current players online at that point in time is important. I have loadouts for dealing with Light Mech Wolfpacks, Long Range Meta, Gauss Snipers etc. You name it, I have a counter. Play that counter, you win, simple as that.