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Expected Learning Curve?


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#1 CowboyHatValor

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Posted 19 June 2012 - 10:27 PM

Hello folks! I heard news of MechWarrior Online and the various Founder's early-purchase options, and they've definitely caught my eye. Giant robots are bad ***. Fighting giant robots? Bad-asser.

Anyway, I've played a few MechWarrior games in the past...a LONG time ago when I was much younger. I remember enjoying them, but I don't remember their complexity (other than a large degree of customization), and never online - only single player.

Currently I'm interested, and while I'm not willing to drop a full $120 at the moment, $60 sounds like a reasonable 'risk.'

With that in mind, what's the expected learning curve? Naturally I suspect someone who has played the series may have an edge of similar controls carry over, but would it be insurmountable? Is it a niche audience, or relatively easy to grasp?

Thanks in advance to all you veteran Pilots.

Edited by CowboyHatValor, 19 June 2012 - 10:40 PM.


#2 Reported for Inappropriate Name

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Posted 19 June 2012 - 10:44 PM

learning curve will consist of a few areas such as map knowledge, mech knowledge, and capability to perform class job descriptions.
good aim and reaction times in the shooter sense will not be as demanding since these machines move at a predetermined rate, often times many factors below your average player's reflexes (even the old ones :) )

so the key to mastering this game will be well rounded knowledge and planning skills, as well as the ability to out think your foes, the latter of which can be gained either through intuitive thought or the great benefit of being able to keep trying until you get it right

I feel like I didn't answer your question and sort of went off on a tangent, sorry.

#3 CowboyHatValor

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Posted 19 June 2012 - 11:04 PM

No, I found that helpful! The question is relatively open ended for a reason. Tactics over quick-instinctive mouse clicking, got it!

#4 illyrian

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Posted 19 June 2012 - 11:14 PM

I would be disappointed if i didnt have to allocate a reasonable amount of brain power before each battle.

#5 BeepBeepimaJeep

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Posted 19 June 2012 - 11:26 PM

View Postillyrian, on 19 June 2012 - 11:14 PM, said:

I would be disappointed if i didnt have to allocate a reasonable amount of brain power before each battle.


I believe the best balance would be the "easy to learn, difficult to master" approach.

#6 ArchSight

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Posted 19 June 2012 - 11:29 PM

I'm trying to help with the learning curve but were not going to be exactly sure on how far it goes until we have it playing in our hands.

#7 DocH

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Posted 19 June 2012 - 11:37 PM

I always liked the tactics in the MW universe, not just blindly rushing in and trying to destroy every mech on the field. I am liking this version also due to the tactics I have seen of using the entire lance as a unit i.e scout, fire support and brawler to complete the mission. I have always liked the teamwork and sometimes that is a hard thing for new players to learn also. IMHO

#8 Karl Streiger

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Posted 19 June 2012 - 11:44 PM

To invest brain power before battle means you know something about the enemy, about the terrain and the team you are dropping with
Its like Sun Tzu "Rule of War" a blind drop always bear the danger that the only thing that is known to you is a small part of your team and what you are using.
Resulting in a 50 to 50 chance of winning or loosing.
A acceptable result will be to know the terrain.
The best result where the best team with the best commander will win - is to know who is the defender - what is the terrain where will they made a stand -> then you configure your team.
Well last point is as you may know - Clan Warfare.

#9 Hikaru

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Posted 20 June 2012 - 01:40 AM

Learning curve I think is steeper than most FPS's -- at its core it's an FPS -- but I think most of the fight happens before you even get in the cockpit. MW is unique with its torso twists, independing arm firing arcs, indirect fire, S-M-L ranges, heat management, ammo explosions, DFA, etc. Knowing how to build out your mech and knowing the capabilities of the enemy you see on your radar is more than half the fight. And if you already know Battletech, that knowledge will carry into this game easily, cos all that really isn't very different in this game.

#10 Magnificent Bastard

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Posted 20 June 2012 - 01:46 AM

View PostCowboyHatValor, on 19 June 2012 - 10:27 PM, said:

With that in mind, what's the expected learning curve? Naturally I suspect someone who has played the series may have an edge of similar controls carry over, but would it be insurmountable? Is it a niche audience, or relatively easy to grasp?

One month for a veteran pilot. Two to three months for a total noob to MechWarrior but an experienced gamer. Six months to a year for a total noob to video games depending on how much time they're willing to devote to playing the game.

These expectations are derived from my own experiences in learning how to play MW4 online against other DHB members. I had previously only had experience in the single player campaign... after about a month I was considered to be one of the better light 'mech pilots. I know MWO will be very different from MW4 but the learning curve will probably be similar.

Edited by Magnificent Bastard, 20 June 2012 - 01:47 AM.


#11 Chiyeko Kuramochi

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Posted 20 June 2012 - 01:56 AM

My guess is the main thought has to go into how you build your mech to the purpose you want it to for fill once on the battle it depend son a role, a scout needs to have terrain knowledge for example to know where he or she is likely to expect mechs and what possible getaway routes are. Mediums and heavies are more flexible, an assault also needs to know where he or she can expect the main force (so not like wot where the slow heavies go hill.....)

Beside that I am a far cry for a veteran in these games just played 1 single player only, but I never had much issues learning games including the ones with historically famous learning curves like EVE online I found it easy and logical, but that is me I guess.





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