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What New Players Should Know


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#21 Alaskan Nobody

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Posted 21 May 2014 - 08:51 PM

View PostKoniving, on 21 May 2014 - 07:38 PM, said:

ones coming next week.

8 new clan mechs?

#22 LordKnightFandragon

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Posted 22 May 2014 - 12:17 AM

View PostKoniving, on 21 May 2014 - 07:38 PM, said:


Its supposed to get quite a bit more.

But it likely won't have co-op against AI.

Unfortunately the slow dryspells is a result of a mix of making the above happen and pumping Clan mechs out. There's 8 new ones coming next week.



So how is PGI going to balance clan stuff so everyone and their cat doesnt just switch to clanner stuff? Also, the Masakari, you think it will suck cuz of that jutting torso? Like every shot will be a CT shot and it will simply melt in seconds? Prolly same with the Timby.

#23 Joseph Mallan

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Posted 22 May 2014 - 03:18 AM

View PostKoniving, on 20 May 2014 - 08:56 AM, said:


There. You'd be quite surprised how much more effective lights are if they slow down or stop to concentrate their fire. But there's a time and a place, and in front of the enemy is NOT that time or place.

So THAT'S what I keep doing wrong? :D :)

View PostLordKnightFandragon, on 22 May 2014 - 12:17 AM, said:



So how is PGI going to balance clan stuff so everyone and their cat doesnt just switch to clanner stuff? Also, the Masakari, you think it will suck cuz of that jutting torso? Like every shot will be a CT shot and it will simply melt in seconds? Prolly same with the Timby.
Faulty generalization. I came here to fight Clanners in there Clanner Stuff with good old Lyran know how!

#24 Koniving

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Posted 22 May 2014 - 07:27 AM

View PostLordKnightFandragon, on 22 May 2014 - 12:17 AM, said:

So how is PGI going to balance clan stuff so everyone and their cat doesnt just switch to clanner stuff? Also, the Masakari, you think it will suck cuz of that jutting torso? Like every shot will be a CT shot and it will simply melt in seconds? Prolly same with the Timby.


Good question. As for the question in another thread about how clans will affect the meta game and Merc Units, it became pretty clear that PGI is gonna let you run clan mechs as inner sphere, so my answer there was this.
"That's the epitome of stupidity. In that case, Clan mechs will likely replace any medium to assault chassis in Mercenary with Inner Sphere lights (due to blatantly superior speeds despite how many of them were equal speed) and Inner Sphere LRM boats. Why I.S. LRM boats? Because it's pretty clear that with our 'sample' of LRM damage scaling that Clan LRMs will be virtually useless except beyond 500 meters."

Thankfully you can't mix clan weapons and i.s. mechs, or no one would ever use the Clan mechs.

#25 Koniving

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Posted 22 May 2014 - 07:32 AM

View PostShar Wolf, on 21 May 2014 - 08:51 PM, said:

8 new clan mechs?

Meant month, and 'new' in the sense we haven't been able to play them yet.

Supposed to be a new i.s. mech either June or July too.

#26 Buckminster

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Posted 22 May 2014 - 08:38 AM

View PostKoniving, on 20 May 2014 - 06:51 AM, said:

  • R&R is a "backburner item" until Community Warfare (the mainstay of the game and a huge chunk of content) is released.

One thing I will say about R&R, is that it can very easily lead to the whole "P2W" claim that PGI has worked so hard to prevent. I think it needs to be an integral part of CW and whatever sort of campaign system they come up with, but for the random PUGgers it just doesn't work.

R&R means that expensive ammo weapons (Artemis) and other expensive upgrades (XL engines, etc) become very cost restrictive. I just couldn't afford to run my ALRM15 Cat C1 if I went on a losing streak. Part of me thinks that this is awesome - it places natural limits on what people can bring. But as long as Premium Time gives you a C-bill boost, then you are making certain systems only really accessible to the people that are willing to pay for Premium Time. All of a sudden, you have a P2W situation.

Now if R&R was in some way optional, or a CW only type of system, that would be cool. But forcing people that just want to get on and PUG into it walks that P2W line.

#27 Koniving

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Posted 22 May 2014 - 08:53 AM

View PostBuckminster, on 22 May 2014 - 08:38 AM, said:

Now if R&R was in some way optional, or a CW only type of system, that would be cool. But forcing people that just want to get on and PUG into it walks that P2W line.


Truth be told with how 'genuinely separated' CW public matches and the Unit Life systems seem to be I have a rather strong feeling that R&R can be restricted to exclusively that. The main reason to want it is to help control the 'meta' that those players create to begin with.

Though, that's yet another reason for my double damage, double cooldown idea for LRMs. You'd require less missiles to kill things, especially if you apply some skill to their use instead of constant spam, even if the missile count got reduced back to 120 missiles per ton.

On a side note: Every weight saving practice should come at some sort of risk for the sake of balance to reduce their abuse. Endo, Ferro, doesn't have a cost. I will say at least XL engines come with a risk.

#28 Mott

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Posted 22 May 2014 - 08:57 AM

I think the R&R is a great element... managing salvage was one of my favorite parts of MW4... but i too see it creating a real P2W issue.

Hopefully there's a way to implement it so that it's simply a fun addition to a great game, rather than a critical limitation.

CBill rewards would definitely have to be increased... as currently playing 100 matches to afford a decent mech and the necessary upgrades is taking WAY too much time once you factor in the ridiculously long wait times for matches, plus the 3-8 minutes lost each match as the victors hunt down the last ECM light that is shutdown and hiding, or the disco and so on and so forth. 100ish matches x 17ish minutes = too damn long for most people with normal lives to invest in just a single chassis.

#29 Alaskan Nobody

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Posted 22 May 2014 - 11:20 AM

View PostMott, on 22 May 2014 - 08:57 AM, said:

I think the R&R is a great element... managing salvage was one of my favorite parts of MW4... but i too see it creating a real P2W issue.

Try it in Mech3, where armor was one of the things you salvaged - meaning you could run the risk of running out of armor to put on your mechs to replace the damage to took.


As for long matches,....

You do realize that you can drop early and still get everything you earned up to that point?

#30 LordKnightFandragon

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Posted 22 May 2014 - 11:01 PM

I swear, the trial mechs are the biggest thing that makes it almost impossible to start as a new player. Those trial mechs are just garbage. Sure, the 2 Lasers and AC10 on the current Orion isnt totally bad, its just that there is 101 different situations where the thing is useless.

I never run stock mechs, the loadouts blow.

I totally wish we coulda just been given 10million cbills to start, gotten to choose our own mech and ground up crew xp and modules from there. Bought other mechs after that, but been able to start with our own mech. Sure, we can MC a mech if we really want to, but still gotta grind the cash with a trial mech lol.

Ive got 7million now...kinda want to get the Victor with the Gauss......Kinda waiting for the Clan mechs, snagged a Masakari....maybe my play will improve a tiny bit once I have a mech that I can take seriously....

#31 Modo44

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Posted 22 May 2014 - 11:12 PM

View PostLordKnightFandragon, on 22 May 2014 - 11:01 PM, said:

I swear, the trial mechs are the biggest thing that makes it almost impossible to start as a new player. Those trial mechs are just garbage. Sure, the 2 Lasers and AC10 on the current Orion isnt totally bad, its just that there is 101 different situations where the thing is useless.

Wrong. PGI used to have randomly bad setups as trials, but they improved that aspect now. None of the trials are 100% optimized builds, but they are solid mechs with solid loadouts overall. They are not stock mechs, either. Other free to play games use a similar setup. New players will still suck in those but not because of the mechs -- because of being new in a very difficult game.

View PostKoniving, on 22 May 2014 - 08:53 AM, said:

Truth be told with how 'genuinely separated' CW public matches and the Unit Life systems seem to be I have a rather strong feeling that R&R can be restricted to exclusively that. The main reason to want it is to help control the 'meta' that those players create to begin with.

Even you seem to have the misconception that one can avoid having a strongest strategy. Whatever new system, buff or nerf you introduce, it will simply become part of the meta. R&R is code for "easy earnings for veterans" and "**** the noobies" in every multiplayer environment. And if you wanted to limit the "one strat rules" problem in tournaments, well, that is work for Paul as it comes strictly from overall game balance.

Edited by Modo44, 22 May 2014 - 11:20 PM.


#32 LordKnightFandragon

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Posted 22 May 2014 - 11:19 PM

View PostModo44, on 22 May 2014 - 11:12 PM, said:

Wrong. PGI used to have randomly bad setups as trials, but they improved that aspect now. None of the trials are 100% optimized builds, but they are solid mechs with solid loadouts overall. They are not stock mechs, either. Other free to play games use a similar setup. New players will still suck in those but not because of the mechs -- because of being new in a very difficult game.


Even you seem to have the misconception that one can avoid having a strongest strategy. Whatever new system, buff or nerf you introduce, it will simply become part of the meta. R&R is code for "easy earnings for veterans" and "**** the noobies" in every multiplayer environment.



WTF is the trick to this game? I hang back a bit and kinda wander around the back lines taking random pot shots..I live a bit longer, maybe ninja a kill or 2....but accomplish a hellva lot of nothing.

Or, I try to spearhead into the battle...kinda try to be frontline-ish....and get mowed down in 2 seconds.

So far it seems, as per the typical, I cant be put on a team that even stands a chance of winning, ofc this time its partly due to me....but even then. 1/5 lol.....I manage around 200 damage when I actually can fire back.....100 or less when I cant do anything. This game really so damn hard it requires a college degree to l2p or something?

Typically games i can figure out fairly quickly...this game...naw, its wierd for sure.

#33 Modo44

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Posted 22 May 2014 - 11:36 PM

Read and watch the guides. Heck, look through the threads in this very section. Pay attention and go with the team are the general ideas, but there are many nuances to strategy (building mechs), tactics (where to be and what to shoot in a match), and piloting (both movement and weapon control).

Group up with people. Seriously, it is easy to find veterans who will gladly teach you hands on.

Learn. Sorry, no way around it. MWO is very different from most shooters. Only some skills translate well.

If you play solo and do not look for outside help, expect to suck for months. BTDT.

#34 JonahGrimm

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Posted 23 May 2014 - 03:19 AM

LKF? Friend me in game, and drop with me sometime. I'll be glad to show you the basics. You'll probably get that offer from a bunch of others, too.

My specialty is lights, and I'm pretty good in a medium. If those are your weight classes, I can give you pointers.

#35 Magna Canus

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Posted 23 May 2014 - 03:41 AM

View PostKoniving, on 20 May 2014 - 08:56 AM, said:


There. You'd be quite surprised how much more effective lights are if they slow down or stop to concentrate their fire. But there's a time and a place, and in front of the enemy is NOT that time or place.

Dunno Koniving. Leg humping in an Ember, even from the front, tends to intimidate a lot of heavier mechs. Even more fun when they start backing up. ;)

That close in their face some weapon systems have problems converging correctly and tend to fire over your head.

#36 Buckminster

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Posted 23 May 2014 - 03:41 AM

View PostLordKnightFandragon, on 22 May 2014 - 11:19 PM, said:

WTF is the trick to this game? I hang back a bit and kinda wander around the back lines taking random pot shots..I live a bit longer, maybe ninja a kill or 2....but accomplish a hellva lot of nothing.

Or, I try to spearhead into the battle...kinda try to be frontline-ish....and get mowed down in 2 seconds.

So far it seems, as per the typical, I cant be put on a team that even stands a chance of winning, ofc this time its partly due to me....but even then. 1/5 lol.....I manage around 200 damage when I actually can fire back.....100 or less when I cant do anything. This game really so damn hard it requires a college degree to l2p or something?

Typically games i can figure out fairly quickly...this game...naw, its wierd for sure.

A big part of it is finding your style and what works for you.

A lot of new players come in, usually with some BT knowledge, and they instantly gravitate towards the assault mechs, because heavier has to be better. Problem is that it takes A LOT of skill (and a good team) to properly pilot an assault. They are big, slow, and everyone targets them first. And even though they have better armor, that armor just doesn't last against a team that is focused on killing you.

So my question is, what mech have you been piloting? What do you like about it? What don't you like? What weapons seem to be your most effective? Have you tried the other mechs?

Edited by Buckminster, 23 May 2014 - 03:42 AM.


#37 Magna Canus

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Posted 23 May 2014 - 03:46 AM

View PostJoseph Mallan, on 22 May 2014 - 03:18 AM, said:

So THAT'S what I keep doing wrong? B) ;) Faulty generalization. I came here to fight Clanners in there Clanner Stuff with good old Lyran know how!

Davion will stand beside our Lyran allies in the battle against clan "Jade Smoke Ghost Ardvark"! LOL

#38 xMintaka

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Posted 23 May 2014 - 03:53 AM

View PostMagnakanus, on 23 May 2014 - 03:41 AM, said:

Dunno Koniving. Leg humping in an Ember, even from the front, tends to intimidate a lot of heavier mechs. Even more fun when they start backing up. ;)

That close in their face some weapon systems have problems converging correctly and tend to fire over your head.


Imo the time and the place is in a Commando/Locust against an Atlas or Stalker. They can't even see you B)

View PostLordKnightFandragon, on 22 May 2014 - 11:19 PM, said:



WTF is the trick to this game? I hang back a bit and kinda wander around the back lines taking random pot shots..I live a bit longer, maybe ninja a kill or 2....but accomplish a hellva lot of nothing.

Or, I try to spearhead into the battle...kinda try to be frontline-ish....and get mowed down in 2 seconds.

So far it seems, as per the typical, I cant be put on a team that even stands a chance of winning, ofc this time its partly due to me....but even then. 1/5 lol.....I manage around 200 damage when I actually can fire back.....100 or less when I cant do anything. This game really so damn hard it requires a college degree to l2p or something?

Typically games i can figure out fairly quickly...this game...naw, its wierd for sure.


The learning curve is steep. Very steep. Especially if you come from a FPS background where twitch reactions are paramount. Those are still important here but less so until you get to the very highest levels of play.

The closest you'll get to a regular FPS playstyle in this game is when piloting a light.

As Modo44 has said, there is a wealth of information on here as well as on youtube and twitch. The best advice I can give (other than make some friends and join a group) is to stick around in games once you die. When you spectate you have a lot more time to observe what the other players are doing. Many handy tricks can be picked up this way.

Generally though, once you have a basic understanding of the game, watching videos/streams of the top level players is a great way to learn important skills and tactics.


I'd be more than willing to help you out in-game and on teamspeak, if that's what you're after. I'm sure many others who frequent this subforum would be willing to help too.

Edited by Lunatech, 23 May 2014 - 04:01 AM.


#39 Buckminster

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Posted 23 May 2014 - 04:10 AM

View PostLunatech, on 23 May 2014 - 03:53 AM, said:

As Modo44 has said, there is a wealth of information on here as well as on youtube and twitch. The best advice I can give (other than make some friends and join a group) is to stick around in games once you die. When you spectate you have a lot more time to observe what the other players are doing. Many handy tricks can be picked up this way.

Something worth repeating. Once you're dead, stick around and watch. I like to browse through and see if I can spectate someone that is using a similar chassis to mine, so I can see their build, and see their tactics.

Do take it with a grain of salt though - sometimes the person you're spectating doesn't know what they're doing! ;)

#40 Tzion

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Posted 23 May 2014 - 04:17 AM

My main suggestion is to be patient and remember that you are going to die a lot for a while. Then if you stick to it and emulate what you see others doing then you will slowly get better. Don't charge by yourself, stick with your team, and pay attention to what is going on around you.

I also have to say, don't spend to much time reading posts in the forums. The new player section, the tactics section, and the mech builds sections are normally very helpful. If you want to know what is coming down the pipe line read the content put out by Niko/other pgi staff.

Almost everything else, will tend to be very negative about some minor(sometimes major) detail that a person/group thinks needs to be changed. There are a certainely good points that people make but unfortunately there are a lot of people who are posting very negative comments.





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