627 said:
"those chaampions aren't only bad, they are outright evil and really troll new players.
I don't care who build the trials but in the end those builds should follow some guidelines;
No energy only builds (because heat, or if realy necessary only with decent cooling)
not more than 3 weapon groups, 2 is better. complexity is good and all, but not when you need to learn the basics
Not more than 1 "complex" weapon - that are streaks, LRM, narc, gauss and PPC, everything with an etra mechanic like minrange or charge
Every trial should get a video walkthrough how to play that mech. Every single one. Gave NGNG something to do.
These are just some points, this could be fleshed out more but for a start it is enough. The champ dragon was a good build back then, simple to use, two button mech. No special skills needed to run it.
now the stalker, a pure death trap, those really need to go."
(Sorry for the DIY quoting, quote doesn't work for me here... lots of things in this forum editor don't work for me)
Agree with 627, also with the person who pointed out that current Trial mechs are there to learn disparate systems, weapons etc.
I disagree with the 'PGI are too noob to build good mechs, let us build them' position. Pretty sure PGI could build quite good mechs, just that they are designing them with a different purpose in mind: some resemblance to canon/BT builds (which had similar problems) and exposure to various 'game issues' - XL pros/cons, weapons covering a variety of ranges, more than 2 firing groups, different aiming mechanics etc.
I agree with most here that new players are simply
not ready to deal with those issues in their 'learning' mechs. Heck, I took a look at the current batch of trials, and as a long-time player (not necessarily a
good player) the only one I thought I could have a decent match in was the 6-LPL Battlemaster.
While they might keep the current crop of trials, or tweak those, there needs to be AT LEAST 4 trial mechs (1 per weight class) with the following criteria:
- near-full (80%+) armor, no crucial weak spots like light legs.
- 2 weapon groups (with some potential for a 3rd but it shouldn't be
required)
- Not crippled by speed or heat issues
- Only one 'fancy' mechanic to cope with per mech (jamming, PPC min range/lead time, Gauss charge, SSRM lock, whatever)
While PGI may feel "don't make the Trials too good or people will just use those", I think the desire to get out in your 'own' mech, customize and tweak it would keep people from using even 'newbie friendly' trials any more than they had to.
While I personally feel that CW is not a good place for new players OR trial mechs (my choice would be drop with owned mechs or not at all), having friendly trial mechs would certainly help there. 'Course, then you need 4 per faction...
The 'must have better Trials before Steam' crowd is bang-on... these won't be BT fans willing to overlook poor design choices for their fave game. If needed, these mechs could only be available for your first 100 matches or something.
A decent 'new player experience' is about being user-friendly, interesting and challenging. Not placing new players at even more of a disadvantage against their more experienced counterparts.
Edited by MadBadger, 29 March 2015 - 05:05 AM.