Ultimatum X, on 07 September 2014 - 06:42 PM, said:
JJs add ease of use.
If he wants to learn without JJs, he can just not equip them.
How many will actually run without?
Of course JJ add ease of use...once you learn them.
Is it easier to learn something more or less complex?
JJ are easy when ther is no fighting...but what will a noob do in a brawl with his JJ? Use them well? Not at all while he/she scrabmles to paint a moving target?
Ultimatum X, on 07 September 2014 - 06:42 PM, said:
Nearly every shadowhawk can be played assymetrically, or with one shield arm.
How many will actually do it?
How many Noob builds do you see with random weapons shoved in any slot? You assume they know mechbuilding. HBK dumbs it down for them.
Ultimatum X, on 07 September 2014 - 06:42 PM, said:
The few extra million he invests in a 300xl will be usable on half a dozen mechs.
How many other mechs is he realistically going to use a 275 STD on?
The xl300 is a good point, it will be versatile...later on.
Ultimatum X, on 07 September 2014 - 06:42 PM, said:
Because he can add as much or as little "complexity" to the Shadowhawk as he likes.
Investing into 3 mechs for skills is a lot, better to start with something pretty much unanimously accepted as better.
Noobs will either jam whatever they can on a mech or copy comp meta...if they know what the current one is or where to find it/how to use it.
Shad IS a better mech...just not one to learn on. Too many moving parts.
Ultimatum X, on 07 September 2014 - 06:42 PM, said:
You want him to learn simpler aspects, and yet you want to throw him into a land-locked mech that has to torso twist to protect his hunch or lose all of his weapons?
Sorry those aren't the "simpler" things to learn, you're contradicting yourself.
'Land locked' is one whole vector less of movement, how is that more complex?
HOW MANY NEWBS WILL USE JJ EFICIENTLY in the middle of a brawl? Answer: Few
Most will face their opponent face on and button mash when under pressure.
How many will, while being fired upon by 2+ opponents in close range think, 'i can turn then shoot, or i can jump and shoot while turning, or i can turn and run, or i can kite backwards'?
Wouldnt removing one of those not be simpler?
Losing the HBK hunch is a hard lesson, but you can live. The lesson being: better positioning, and, turn the torso to make it last longer.
Losing a ST with an XLengine is game over. The lesson: use jump and twist to mitigate it....but we come to the problem of remembering to JJ when stuff is bad...
Its like my boxing clients, first lesson is stance, and hands up. THATS IT. No big combos, no slips, no rolls, no counters, no dips, no parries, no advanced footwork, no tracing punches, no timing the opponents punch, no how to ight a southpaw...etc.
2 things...the main 2 things.
Why start them with 5 punch combos i they cant even stand with good balance?
Why show them how to slip punches i they cant even keep their hands up?
Know how to get a beginner to keep their hands up in a relatively quick manner?
When they drop their hands, gently slap them.
Hence the 'hunch'.
How to teach better positioning? Not by giving them the option of flying all willy-nilly when things get rough.
When options are fewer, you make better use of them and have fewer chances of getting confused.
HBK with a std250-257 engine will keep them near the heavies...usually a better place to be or a noob.
A faster Shad lets them wander all over leaving them confused as whether to run with the faster mechs or not. Go with the jumping mechs or not.
Too many options or a beginner.
HBK is simpler, and inferior to the Shad, but the disadvantages teach lessons without being solely a 'challenge' mech.
I think it is sufficiently 'Mario' enough to be training wheels for most noobs.