KuroNyra, on 25 October 2015 - 01:11 AM, said:
Like Hawken, like World of Tank, like War Thunder, like Armored Warfare, like Warhammer Vermintide, like a sh!tload of games. Except players KNOW it's going to be hard at first. But they will after a few match start to understand what is going on.
Heck, sme will even come to the forum and see all the tips.
War Thunder, World of Tanks are both tier based. You're new to the game...start in Tier 1. Have a WW1 tank. Have fun shooting other WW1 and 1930's era tanks prior to the tech boom in weapons technology that went from 1930-1945 weaponry. The same rules apply for anything made by Gaijin and Wargaming.net. It's a means of balancing the user base by limiting the technology available to them.
Technically Battletech has that tier system, it exists in tabletop and is based on when the unit was manufactured and what technology they are using. We could do the same thing by going through the eras and limiting the technology but those systems were sorted with the BV balance values to make it so you could have 6 units from 3025 fight against 3 units from 3055 and have it equate out to their "combat effectiveness."
As I haven't played Vermintide or Armoured Warfare, I can't attest to those. I do know Killing Floor is akin to Vermintide and that gives difficulty options when starting out, so if you're new - play on easy.
MWO doesn't have these mitigating factors for new users and even with a shiny new tutorial and an arrow indicator to help people learn to orient themselves it isn't a friendly new user experience. New users are immediately placed into the PSR rank of Tier 3...which means they can be matched with Tier 1 and 2 players...the most experienced and "skilled" groupings as they're currently setup. It doesn't have a safety net for those users to learn from and will likely be a poor experience to start with.
While personally I don't have issues with that and my issues in the new user experience rest more within the economics of it. As well as the 3 mech requirement for skill unlocks. Have you ever explained that to a new user? I have. The frustration in the voices of friends at having them see how the income works and that they need to acquire 2 more of the same chassis to do much of anything was somewhat of a death knell for them playing the game. They don't play anymore by the way, got tired of trying to acquire funds to purchase mechs, make customizations, and feel any sense of progression. That was with just buying Inner Sphere lights like the Spider and Firestarter.
Tordin, on 25 October 2015 - 08:54 AM, said:
Have to agree with you. All the module nonsense should instead be upgrades or equipment on the mechs. Have them balanced against, let say ECM or something if not, make em pricey. Just not bloody pricey. I dont know if modules are lore based but they should be removed completely or have a different role.
BTW. I have NEVER used modules, not once. I do fine without any (ok I used airstrike and uav 1-2 times, thats it) even if Im at a lower tier (soon to reach the next). I recommend try ending the module addiction ASAP

Modules as a system didn't exist in table top. Infact a lot of the systems PGI has in place didn't.
I also have never used any modules, I also refuse to use consumables. If you want those things - add a 13th position on the team for a "Mechcommander" that has those as consumables in their abilities and to give commands on the map. Akin to Battlefield...which is usually a useless position.