Mechwarrior Academy
#1
Posted 22 September 2015 - 09:48 AM
Thank you PGI!
The new players and most of the seasoned ones appreciate it!
#2
Posted 22 September 2015 - 09:53 AM
I'll do it again (I did it in the PTS) for those, and to see what you guys fixed/added/removed!
Now if the damn patch could start....
#3
Posted 22 September 2015 - 11:05 AM
(Loved the 16 bit picts of "Capt. Adams". Hit the wayback button Sherman!)
#4
Posted 22 September 2015 - 11:33 AM
how did an atlas get up there
#6
Posted 22 September 2015 - 01:11 PM
#7
Posted 22 September 2015 - 02:47 PM
3CLIPZ3, on 22 September 2015 - 01:11 PM, said:
And by being killed by him.
Seriously, Well done on this one PGI.
It is exactly how a Mechwarrior game should be! Interaction, some humor. And lots of guns!
Edited by KuroNyra, 22 September 2015 - 02:48 PM.
#8
Posted 22 September 2015 - 09:59 PM
Nice work. A few small bugs notwithstanding, of course, this is a GREAT piece of functionality that will surely enhance the new player experience GREATLY.
Oh, and thanks for the extra C-Bills! You shouldn't have!
Seriously, this is something the game has sorely needed for a while, and you've done more than simply knee-jerk-react to that. You've put together a solid foundation for players to use to hone some skills, and that's kickin'.
#9
Posted 22 September 2015 - 10:17 PM
#10
Posted 22 September 2015 - 11:09 PM
1) Sweet! It shows that PGI has put in the hours, and there are many great aspects that simply made me happy. Aspects like sasiness of the trainer, the mech swicher, and destructable stuff in River City.
2) I did however encouter a BUG where the HUD dissapared afer switching a mech for the first time..
3) The c-bill infusion is awesome, and coupled with the first 25 match bonus, it should provide a new player with enough cbills for a proper mech of his very own.
4) The challenges are actually hard! Even for experianced players..
5) How DID THEY put an Atlas up there?
6) Good spread of mech to try out, and I especially love the fact we can try some of the hero mechs..
7) I like the active shooting mechs, altho I was sorta expecting a bit more advanced AI from them.. like actually fighting full AI controled mechs.. I guess its a little early for that.. still great though.
8) Like the different colored smoke plumes.. Wish we had some consumables that used them..
9) LOVE the mech switcher... finally we got some sence of scale for the huge mechs we pilot daily. And the very fact we get to be out of the mechs gives me hope that my 3D customisable Mech Hangar idea has merit.. more on that here:
http://mwomercs.com/...esponse-inside/
10) Didin't like the fact I had to re-map some of the keys I don't use in the game.. like center legs to torso, alpha strike, and some such.. I know they are important to show to new players.. but I think nobody ever uses them.. or at least many people dont..
#11
Posted 22 September 2015 - 11:23 PM
not just the gauntlet run.
make a bit of a circle with those container boxes, let us pick a mech and battle it out vs several levels of AI or even several numbers of players in a small to medium size arena.
this would give the game full blown PVE without much more additional effort
and you could have it be co op with premium time like private matches
#12
Posted 23 September 2015 - 12:46 AM
I just remembered...
Please, add the current mech build info into the mech info pannel.. would be nice to see what's installed on that beast of ours..
Place it INSTEAD of the quick conversion..
Thank you.
#13
Posted 23 September 2015 - 02:00 AM
The academy is also very much incomplete. There is no interactive explanation on in-game weapon group assignment, how damage and range are related (it is not mentioned you do less damage after the opt. range)), heat management is ad hoc, XL engines and the risk/benefit balance not even mentioned, but what I miss most now is the combat HUD icon explanation
- Explain open and closed lock triangles
- ECM coverage / jamming
- LRMs incoming
- etcetera
Then you may want to expand to a mechlab tutorial; primarily, the importance of the upgrades structure/armor/heatsinks/artemis should be stressed as the UI really made it very difficult to a) find and show how important it is. I can imagine many new players will miss out on these details.
As far as the Gauntlet is concerned: other that I found it very boring, did I miss the explanation and encouragement of my commander to torso twist more?
Oh, and I assume Ghost Heat is gone by the time you hit Steam, otherwise you will have to end up with this:
Edited by The Great Unwashed, 23 September 2015 - 02:01 AM.
#14
Posted 23 September 2015 - 02:08 AM
Mazzyplz, on 22 September 2015 - 11:23 PM, said:
not just the gauntlet run.
make a bit of a circle with those container boxes, let us pick a mech and battle it out vs several levels of AI or even several numbers of players in a small to medium size arena.
this would give the game full blown PVE without much more additional effort
and you could have it be co op with premium time like private matches
Solaris VII is already in the works for PvP (and mix PvP+E?) and will come out in beta form after CW is finished and ti will influence your loyalty points and stuff from memory.
#15
Posted 11 October 2015 - 01:42 PM
Sure, it's not perfect yet, but it is still pretty good and a great addition to the game!
#16
Posted 02 December 2015 - 03:21 PM
#17
Posted 03 December 2015 - 05:35 AM
#18
Posted 03 December 2015 - 12:00 PM
We're working on it.
#19
Posted 04 December 2015 - 05:02 AM
Let us earn 'Mech XP (but not GXP) when we complete Academy challenges.
That way we can level up our 'mechs before dropping in a real game and hurting our team.
#20
Posted 05 December 2015 - 10:32 AM
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users