1) The first cut-scene was ok, but perhaps an overlay of the Inner Sphere as the pilot is dropping into the atmosphere would help the new player understand the geo-political landscape of the game better.
2) The instructor starts off really cheesy, but later dialogue is better scripted.
3) The first dialogue box is unclear and new players could be confused by the scroll bar that doesn't work. IDK if bug or not.
4) I think the field manual would flow better if it addressed movement exclusively first (introducing the idea of torso-twist early), followed by weapons, then HUD information and finally game modes (including CW).
5) The field manual could do a much better job of putting the information into context. Currently all the necessary information is presented, but how everything relates isn't always clear (i.e. MASC bar is presented in tutorial but never explained).
6) Cutscenes showing how some aspects of the game, like locking missles, MASC or jumpjets work would not be a bad idea. Once again putting the information presented into a context that is easily grasped by the new player
7) Vision modes description says nothing of NARC being indicated there. That omission needs to be fixed.
8) If the new player remaps controls before entering the tutorial, the instructor doesn't always pick up on the alternate input devices.
9) The instructor could do a better job of providing details on what he wants you to do each step of the training. Not explaining things after you have pushed the button to do the action.
10) The differences between ballistic weapons, energy weapons and missile weapons needs to be fully explained. Saying "That's an autocannon, a ballistic weapon." isn't enough.
11) The explanation of the color coded damage on the paperdoll is wrong. Undamaged is the neutral gray color THEN it goes yellow, orange, red.
12) When explaining the various ways mechs can be destroyed, you should explain the difference between clan and IS XL engines and how that translates to the battlefield.
13) The mech swap. Nailed it. It makes the game FEEL like a Battletech game with the gravitas of the mechs apparent. Immersion FTW.
14) The metrics of the different exercises could be explained better by the instructor.
15) Instructor should explain that some mechs have weapon bays that have to be opened first or there is a delay in firing (King Crab).
16) The strengths and weaknesses of each weight class should be explained in detail.
17) The "trial" mechs at the Academy should get rid of the redundancies in mechs with similiar loadouts so new pilots can experience firsthand the differences between say a ballistics boat and a laser boat.
Edited by Kristian Radoulov, 28 August 2015 - 12:25 PM.