So You Say, on 18 December 2016 - 10:31 PM, said:
It is sometimes hard for experienced players of a game to recall what the challenges a different set of controls and physics brings. As with most things practice makes perfect. I avoid playing FP do spare the experienced players from my poor gameplay. This game is definitely one that needs an investment in time to play well.
Don't know yet whether I will stick with this game. There appears to be a huge skill gap that separates players both from a gameplay and "how to understand your loadout" perspective. What is easy for experienced players is hard for new players. We will learn to compete if we can stick through the grind against vastly superior builds and pilots.
A few moments from my first two days playing MWO
- Having a light mech up my HBK IICs *** (There is a chance I am your potato) blasting his 10 lasers moving faster than I can rotate. That clan L200 in that mech is too slow. Can't afford to upgrade to a L235 though, not enough credits. No fun. It's funny the same things that new players complained about in RoboCraft I am complaining about here. That spectator time was pretty long that game.
- Why is it I can't join a new game after dying within the first 30 seconds? Is it punishment for being a new player and having only one mech bay?
- Getting snipped by someone who probably has a zoom module. How the hell could they see me from that far away let alone snipe my arm? Only 4000 more GXP before I can get one . Lets see, earning GXP in the low teens per match how many games will I need to play? 250 WTF. All this module and skill **** puts new players at a distinct disadvantage.
- Getting gang **** by the entire enemy team because habit had me pushing forward to go forward which actually sent me left out of cover. Thanks RoboCraft.
- Capping Alpha in my Artic Cheetah and rendezvousing with my team to find only one other player left alive with a good part of the enemy team still around. We won thanks to capping points
- Sticking with a group of assault and heavies giving them ECM coverage in my Cheetah. Down to the last three on their side and the last four on our side. The rest of my team was in such sorry shape that the last enemy was able to rush us and we barely killed him for the victory. See I learned to play support
Mwo does have a big learning curve from other games. Here's a few tips and comments on the things you brought up. If you need more there is a sub forum called new player help or make a thread in general dis for help. Posting there helps from de-railing other threads.
1. When you have a mech with arm mounted weapons it is easier to fight and shoot with arm lock turned off. You can aim your arm weapons faster and on target with the little circle icon showing where they are aimed. You can toggle it off/on in settings. As for fighting lights always aim for the legs while backing your mech up against a wall or other map feature. I am a light pilot so the moment I notice a mech aiming only for my legs I go the hell away fast as a light with a shot off leg only goes 40kph.
1.a Learn to break our circle-of-death. A light will constantly try running in a circle around you to hit your weakest back armor. Take note of the direction it is going then slam your mech in full reverse the opposite direction. This lets you torso twist and track that light. Fire at the legs with weapons. The faster you learn this the less and less you'll die from behind to lights. It also tells me as a light pilot how experienced you are in fighting me off. Oh he is backing up and tracking me...screw that I got eleven other mechs to back stab.
2. Only having one mech and bay tells me you're using your first or second bought mech. Congrats as you now have full access to the mech lab to tinker and improve your mech. By default you should have 3-4 empty mech bays. You can choose any trial mech and use it for free. You might have the mech checked as "favorite" and be looking at the favorite filter in mech lab. Uncheck the filers and you should go back to default mech lab.
You can sort mech bay by layout and column view as well as by all inner sphere mechs,clan mechs or all. You can also choose to sort by weight class such as medium,light,heavy etc. The 30 second wait time might just be entering the queue and finding a match. It generally takes longer when you play the more popular weight class with heavy class being the most popular. The quick play mode has no respawns like other muti-player shooters.
You get 1 mech per 15 min match. Use it wisely,spectate a lot learn from your mistakes, watch how others play and use the forums for advice. There are 4 respawns in fraction play but I stress fraction play is NOT for people just getting into mwo. In that mode you are best when you know the game pretty well,the mechs are skilled up with a buildout that works well for you and you are in a unit of some type.
3. Being sniped happens all the time. Adv Zoom just helps you aim nothing more. All the skills are going to be redone soon so a lot of people will have to reskill including vets. Those skills go up roughly 2.5-3.5 to a max of ten percent or twelve. I haven't seen the exact number but it is universal. Yes you are at a disadvantage at first but you can play better and smarter. A bad pilot will be bad no matter how good their mech is compared to a pilot who has learned how to use their mech without relying on quirks,skills, or weapon stats.
For example the ecm and lrm missiles. Before ecm people had to learn how to avoid lrms using terrain,moving into and out of the lrm's arc, and using the ams. With ecm most people don't know how to use cover to avoid lrms. They are horrible at avoiding lrms when some one counters their ecm with tag laser,narc beacon,uav module, our just counter ecm from beagle/clan active probe.
4. Using cover when advancing is the best way. Some matches will be a wipe as people make a lot of mistakes and some matches you'll have an easy win.
5. I'm glad you noticed the points. It use to be in conquest you could just kill all the enemy team for the win. Now it is so more about the points. For conquest I find the team that keeps and maintains three cap points the longest wins. As a side note I urge you to take the ecm off the ach and learn to go without it for a while. You'll learn to pilots light mechs a lot better with improved map awareness and learn how to deal with lrms using cover, and how to engage and disengage the enemy better. You'll avoid needing ecm as a crutch.
6. Being support is really good for the team. It sadly goes underappreciated in a lot of matches. When I play the assault class,which I frankly suck at, i'm glad when the light comes to give ecm cover not just from lrm fire but in general so i can get to firing range of the enemy. When you see a buddy under heavy lrm fire you'll see three small missile icons by their mech id box, as long as you are 90m or less you can block the guidance of the lrms and cover them from radar. My support from closed beta was as a catapult c1 lrm-er then I switched to the jenner-d becoming good in both; according to my last stats they are my two top mechs.