Back in closed beta, I got to try some mechs out that I liked. When open beta hit, I decided I'd be a light mech pilot. At the time, I had the 4 starting mech bays. The only light mechs were the 3 grandpas, commando, jenner and raven. I mastered all three without spending a dime on the game.
First I went through the commandos, bought one, then another, then a third, the third being the 2d. At the time, the guardian ecm module was in game, but did not work. It was a place holder. My favorite was the 3a with 2 missile, 2 energy. I was good in it. I kept it and the 2d, but sold the 1b. You see, I had to own 3 "variants" of the same chassis to get mastery, but with only 4 mech bays, it was going to get to be hard to master all the lights... I needed to sell those I was done with and didn't like so I had room for the new one.
I got the Jenner K, played it through and then the D, but to get a third mech I'd have to sell one of my precious commandos and I was still really liking the 3a and 2d commandos. I ended up giving up the 2d, so I could get the Jenner F. Played through the Jenners all, getting elite and master in each eventually, before selling the Jenner K and picking up the mech of the month, heck the mech of the year... the Raven 3L. It was really wrecking face. Ecm had popped into play and it was horridly OP, shutting down any missile and streak mech that used to just WRECK my other lights, before ECM.
The main problem was that players had very little situational awareness. Unless a target was bracketed in big red lines, players had real trouble figuring if they should fire at it. Further, not seeing your ALLIED mechs bracketed in green or blue (it was a sort of teal green back then), meant even less likelyhood of firing because you would be afraid you were friendly firing on your own teamates. Worse yet, your ALLIES would disappear off the mini map completely if they were in enemy ECM. So to have that advantage, in order to slaughter those fools who wandered far from thier team alone, was a given. We did exploit the Raven 3L to hell and highwater. But without 3 ravens, I couldn't really master it. Had to dump other mechs. Bye bye commando 3a I can buy you again some other day.
So I took the Raven 4x at this point, I'd had fun with AC20 ravens in CB, decided it would be fun again and it was. Very much so. Hopping around, lurking along with a DDC or a friendly ECM light I would give alot of surprise ballistic prostate checks. That's the mech I called... Huginn. I knew I was getting another raven and I named it Muninn. Odin's Ravens, going with the theme of the 3L which I had simply called "Odin's" because it was GODLY. Dumping my Jenner D let me get my Muninn, the Raven 2x and I ran it simply with 3 Large Lasers, sometimes ER LL. It was a great little carrion picker. With those three mechs, with three variants mastered of each, I was king of the hill, master of all light mechs...
Uhm, until they released the spider.
By then I had finally decided to put money into the game, to buy mech bays, camo patterns and a few hero mechs I liked, including the Yeng Lo Wang, when they had it for the first Valentine's Day Sale. Getcher Cheap Wang here!
I don't regret spending a dime of my money on this game, and had plenty of fun before I ever spent a dime on it. I decided eventually that this was one of the prime games I was playing and it was keeping me entertained, doing something I liked with friends who also were entertained. If eventually the larger MMO or Community Warfare aspect was developed, I would be ecstatic, but having played video games for the better part of 30 years, I've seen plenty of cash wasted on games that I really didn't play much at all after dabbling in it and getting my feet wet. Rather than dumping that cash in game after lousy game for PC, Console or even dinky game systems like PSP or DS, I'd rather spend it in one I'll keep on enjoying. So I eventually did, and have.
From what I've seen before and after, that money was not necessary to the enjoyment or even to success. I paid money eventually for convenience. Not having to sell off mechs to make space for other mechs. Even that has become less money requisite as they have introduced additional ways to earn or win mechbays and even whole mechs at times. Another aspect of the game that has improved vastly is the trial mech setups. Trial mechs used to be mechs that were not customized at all. They had the worst weapons, poor heat, single heat sinks and lack of any useful upgrades.
To start players in such trial mechs was a travesty, because it was like a reverse handicap. Any player who had been playing a while, even if they hadn't gained any skill in the game somehow, AT LEAST was able to upgrade their mech, make it more heat friendly and fix some of the glaring weaknesses on thier OWNED mechs, but a new player HAD to be in a trial mech, so not only had to fight the fact that they didn't know the game or any controls, but also overcome the handicap of piloting the absolute worst / least optimized mechs in the game. Not good for convincing people that the game is one that they could get to like and enjoy. Loss after loss was about the only prospect for one in such a mech, until they either spent real money to buy a hero or normal mech that they could upgrade as they wished, or else gathered enough Cbills (in game currency) even from losing, that they could buy a mech that could be fixed up right.
Current trial mechs are a lot better, as they are the "community" versions, where certain much more effective/popular builds that were seen to be done by experienced players, were made into the starter mechs that people could use in their trial period and beyond.
Edited by Mad Porthos, 26 April 2014 - 08:36 AM.