(Edited for spacing!)
RAM, on 27 September 2016 - 06:19 AM, said:
You seem to be under the same misconception as the OP that Champions are designed for new players. This is patently false. Certainly, TRIAL mechs are often used by new players; however, while Champions currently are employed in the trial mech role, they were not in the past and they need not solely be in the future. Indeed, utilizing Hero mechs as trials would probably lead to increased sales. Not to mention that Vets also utilize Champions…
In fact, beginners as pointed out previously, can already buy a mech with their training bonus (let alone MC purchases) if they so choose. Not to mention that Champions existed before their use as trial mechs and finally, the issues with the new player experience are independent of Champion mechs.
No the purpose of Champions is to make PGI money and as such considerations for NPE detract from their actual purpose.
Furthermore, trying to make a Champion ‘New Player Friendly’ is not even realistic. The changes introduced with the idiotic Ghost Heat and between it and the equally ridiculous Energy Draw all completely alter the performance of the mech. Mechs that were good became crippled with GH; those that are decent currently will likely be hurt by ED while some that have been out of favour will return to the fore. That is just one system of changes - mech scale, weapon balance and numerous other changes impact Champion builds. As balance is always changing it makes little to no sense trying to optimise a build for the generic ‘new player’. Essentially we can replace all the “it was meta at the time” with “it was NPE at the time” for all the good that would do.
What Champion builds should focus on is VALUE; their pricing being fixed at +25% MC above the stock variant. They should avoid duplicating previous Special mech variants (Founders, Invasion, Resistance, Origins, etc) and ideally focus on the cheapest MC variant. Including ECM if it is a possibility is a must.
Going from a STD to an XL is good; going from an XL to a STD is terrible. Preferably with a multipurpose engine size: 280, 300, etc. Double Heatsinks rather than Single and Endo over Ferro. Expensive weapons over cheaper alternatives (ERLL > LL; LBX10 > AC10). Cram in the electronics. Provide as much bang for the buck as possible!
Ultimately, the OP has identified a long standing issue: that the new player experience is terrible. Unfortunately he has attributed it to the wrong reason. Therefore changing Champions is not the solution he is looking for.
RAM
ELH
A line of questions for you:
1. Who often uses trial mechs? New players. Most experienced players don't even look at the trial selection (or the Champion selection). There is a reason there was the highly requested feature called "owned" for selection tabs in the mech select screens.
2. When where Champion Mechs first introduced and for what reason? As far as I last recalled, the first Champion build was released as a trial mech and was even sold (for MC) as a booster for new players. It was designed, from the start, to be for the new players. This way they would have trial mechs that could compete better and help them learn, while also providing an easy mech to purchase if you liked them (and provide another income source for PGI). I know of no other reason for them. (Guess why they have an EXP boost on them? To help new players advance a little faster in GXP and in leveling the mech up.)
3. Name some "vets" who would use the trial/champion mechs over their own mechs that they own and can customize? I can't think of any. Basically everyone I know of, once they have their own mechs and have a reasonable amount of them, don't even look at the trials/champions anymore. If they do, it's only to fill out a needed space in a drop deck. If they are truly a "vet", they don't even need that and will grab a mech from their 30+ possible options.
4. Seen as the answer above was basically "New players use Trials, not new players use their own mechs", why does having trial mechs that aren't "new player friendly" a good thing? Why should they be "not new player friendly"? I... can thing of no reason here. I've only heard of new players contemplating Champion mechs as trials and the occasional "I liked the build, so I bought the champion so I wouldn't have to build it" from a new player. I've rarely if ever heard of other players outside that jump on board with the "useless EXP boosting" Champion mechs... (I've heard many people call Champion mechs that. They just aren't worth the MC to purchase. You are often better off with the free C-bill variant and just alter it to the Champion build if anything else. It's what we recommend to new players in the New Player forum all the time.)
5. What is the purpose of champion builds? Your own answer: "No the purpose of Champions is to make PGI money and as such considerations for NPE detract from their actual purpose." This is actually wrong. Yes, Champions can make money for PGI, but their intent was to help new players. If they are not performing that job, should we go back to stock mechs being the trials? At this point, some of them might be better learning mechs (some exaggeration may apply here).
6. What would you consider "New Player Friendly" for mech design? I consider it making a design that is "never useless" when possible, and ones that reflect a mechs strengths and tries to diminish their weaknesses. Just like the XL in the Stalker was decried as a bad Champion build and a horrible Trial for new players (yes, this was a thing), there are things that just don't work well for new players. XL engines on some mechs is fine, but most mechs would work better with a Std engine instead. Such as the Crab would be better with a Std engine over an XL for a new player. The Panther and Grasshopper are fine though with an XL in relation, because those mechs are either light (speed is life) and/or are very XL friendly (Grasshopper is known for having a huge CT). Then we can address weapons after that, and I believe (over the course of the trial mechs currently selected) that they should have a variety of weapons and builds. But, if possible, to not be so focused in one build type that they can't fight any other way. (Ex: If you have a Grasshopper with nothing but SPL (for whatever reason), you probably could/should include a single (ER)LL for some ranged engagement. It should easily have the weight for it. Where as a Jenner probably doesn't have the weight, but does have the speed to be able to use an all close range build.)
Okay... I have to pull this part out seperately and address it:
"Going from a STD to an XL is good; going from an XL to a STD is terrible. Preferably with a multipurpose engine size: 280, 300, etc. Double Heatsinks rather than Single and Endo over Ferro. Expensive weapons over cheaper alternatives (ERLL > LL; LBX10 > AC10). Cram in the electronics. Provide as much bang for the buck as possible!"
Um... What? Champion builds aren't a C-bill source. They become our trial mech pool, and thus should have practical builds for that position and role. Why would I "gimp" a Champion build to "include all the expense" if that kind of a build would not be helpful to the mech or as a trial selection? We are not trying to use Champions as an easy conversion of MC to C-bills... Though I have heard of people doing the number crunching for that, it is not their intended reason for purchase. We should not be considering that when builds are being presented.
Requiemking, on 27 September 2016 - 07:24 AM, said:
Ever since they started using Champion mechs as Trials, I've stated that this was a bad idea. Champion mechs do not make good newb mechs for several reasons:
1. They are built for the meta of the time they were created. This means that, should the meta shift for any reason, they are almost instantly irrelevant. Remember the Orion trial? It was built back when range-synergised Brawlers were king. Back then, it was a devastating machine. Nowadays? They are bad unless you get the drop on someone.
2. They are almost always built with advanced techniques in mind. This includes torso-twisting, jump turning, and poptarting. The Commando Champion best exemplifies this, as it had no armor on the left arm, which was intended to be a shield.
3. You can't buy them unless you spend real money on them. I managed to get over 30,000 XP on the Trial Orion, and it is totally worthless unless I drop real money to purchase the mech.
1. That is the issue I am attempting to confront with this thread. A lot of champions are from metas gone past, and the new champions are built upon the current meta, soon to possibly be a meta gone past... This leaves problems when they are rotated back in at later dates/patches.
2. A mech might have no armor in a location (such as an arm) because that arm carries nothing and to save weight on the mech to be used for something else. I do it with my Panthers and Cicadas. If there is no weapons in an arm location on a mech, I will strip some armor off if I need additional tonnage for something. This is a common thing, even if you don't torso twist and you actually get more from it by not twisting, because then that location might not even get hit at all, making that armor less relevant. No need to armor the arm of a Centurion if you aren't using it to actually shield your mech by twisting... (plus there is nothing there anyway.)
3. The Champion mechs are all built off of a standard Variant of that mech. You should find exp built up on the base variant, and if you purchased that one (or the Champion) you could then unlock skills on that variant. Actually, you wont find the (C) champion variants on the skill leveling selections. Neither will you find any of the (S) variants, (P), ® or (I) (and possibly more). They are all just special skins for a base variant, and share the same skills and exp pool as that base. (So for example, the Crab 27® and the Crab 27 are essentially the same exact mech in all regards. They share the same skill unlocks and place all experience into the same pool. They also have the same exact hardpoint options.)
Edited by Tesunie, 27 September 2016 - 09:06 AM.