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Tier Access To Mechs! New Tier System.


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#1 Arugela

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Posted 11 December 2016 - 11:07 PM

Change the tier system so that you can only access certain types of mech based on your tier.

Tier 5: Only lights; Scout matches opened(Faction)
Tier 4: Mediums, Lights; New Match type opened in future(Faction)
Tier 3: Heavies, Mediums, Lights; New Match type opened in future(Faction)
Tier 2: Assaults, Heavies, Mediums, Lights; Attack Matches opened(Faction)
Tier 1: Segregation of lower tier or different algorithm for matches.
***If new match types are added to faction they would be opened at Tier 4 and 3 and 1 where appropriate.

Before Tier 1 everyone would be locked together. At tier one possibly a new algorithm playing with more skilled players... Or a tighter one than previously.

The point would be to develop player skill by making you play up the mechs and build experience with different mech types in hopes that by tier one there is a lot more understanding of strategy and mech dynamics. Some things in game would change a little to accommodate. But with the new skill tree it might be a feasible idea. Everything like trial mechs could be kept for faction warfare etc or segregated for different usages or changes a little to help choose what you want to buy as opposed to just early mech access.

Changes could be made to how hard it is to get in tiers also if needed. Although with the right segregation of tiers it might not be an issue if it develops enough team work in matches.

And there would be more crossing of mechs between tier 1-5 than now to make groups. But there would be more lower end and other mechs to choose from potentially. This would make the tier system in essence a real tier system.

And if needed tier 1 would still always take in lower tiers to make matches if needed to not make for longer groups.

There could even be restrictions on faction maps based on tiers.. Tier one would obviously get access to scouts potentially. But maybe attackers could set tier limits if needed. If not various missions or new mission types could be opened up per tier. Say there is a faction attack type for each mech type or something. that could open up at each tier if it's appropriate. This would obviously be for building exp per tier before getting into such matches to improve gameplay.

Alternatively the Faction matches could open up based on the maximum mech allowed. 55 tons is heavy or medium so at teir 3 or 4. Then new matches with only lights/mediums and a new one for lights only could be added to the game for Factions. if something else is needed a new type of advanced match could be opened at tier 1. and if we get enough match types multiple match types per tier.

Edited by Arugela, 11 December 2016 - 11:33 PM.


#2 Snazzy Dragon

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Posted 12 December 2016 - 10:48 AM

This is not a good idea.

When I got into MWO first, I was awful. I quickly found light mechs simply weren't for me. It wasn't until I picked up heavies and assaults that I started doing well, improving, and enjoying the game. Your proposition effectively locks new players into a weight class that is easy to kill and not relevant in meta. And if they don't enjoy fast moving mechs and would rather play heavy hitters that can take a bit more of a beating, then let them.

/thread over

#3 MPrion

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Posted 28 December 2016 - 11:39 PM

Plus, the way things are at the moment, you get pitted with ALL Tiers i quick play....try being a newbie in a Commando against T1 & 2 Posted Image Posted Image

#4 Bellum Dominum

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Posted 29 December 2016 - 03:43 AM

My favorite online mechwarrior game I ever played sort of did just this. You had piloting 'levels', gained exp each time you dropped, gained more per kill, by damage done, etc. You started with only light mechs accessible and had to level up to eventually get access to assault mechs. (this is actually even more in line with lore as well ... they didn't stick rookies in their most expensive and nearly unreplaceable equipment).

So you actually learned each mech category before just 'jumping in the biggest and baddest'.

Every time I am watching through an assault, or even heavy, mech while they are fighting a light and getting their rear end handed to them I remember that game. You didn't see that there because every assault pilot already had a good 50+ hours in lights and understood how to fight them.

Now mind you this game also started as 4 v 4 drops. Started with lights versus lights only and then as you progressed up you could drop into the medium bracket drops however if you wanted to drop as a light in the medium bracket you could. heck I dropped in my Urbie in the heavy bracket at times.

Was my hope with this game that I was going to see that again... shrug. it won't happen here with MWO. They want newbies to buy that big assault package and for that to happen the newbies need to be able to use it right away. It makes sense from a business stand point but yeah it is very detrimental to the quality of play.

Edited by Bellum Dominum, 29 December 2016 - 03:52 AM.


#5 Sasha Volkova

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Posted 29 December 2016 - 05:25 AM

I think your suggestion would seem fair in CW.
It would give people a reason to play quick matches until their tier improved but they would still be able to play the assaults from the beginning in quick play if they wanted to.
But for it to make sense, the tier progession would have to be made much faster than it is right now.

#6 VonBruinwald

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Posted 29 December 2016 - 05:34 AM

I disagree with the idea, you've also got the 'unlocks' warped.

T5 - Mediums/Heavies and Champions
- Mediums and Heavies are the best 'mechs for learning the to play in. Light/Assault Champions allow players to get a taste of the more extreme and gives them an incentive to Tier-up and keep playing.

T4 - All 'mechs available to play
- By Tier 4 you should have a good idea of what you're doing. Now you can bring as much dakka as your Urbie allows.

T3 - All 'mechs + Faction Warfare unlocked.
- The argument that Faction Warfare is 'end game content' is stupid, but if you're going to unlock it T3 is the ideal time, players should have a good roster of 'mechs and know what they're doing.

T2/T1 - This is just pampering to Epeens, there's no further incentive to Tier-up.


Just to reiterate: I disagree with artificially restricting players based on tier and FW needs all the population it can get so double no. This was just an example of how O think it should be done if it were to happen...

#7 Bellum Dominum

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Posted 29 December 2016 - 05:52 AM

View PostVonBruinwald, on 29 December 2016 - 05:34 AM, said:

- Mediums and Heavies are the best 'mechs for learning the to play in. Light/Assault Champions allow players to get a taste of the more extreme and gives them an incentive to Tier-up and keep playing.


eh everyone is going to have a different opinion on this.

Lights teach people to aim, be smarter about situational awareness, enable people to learn the maps, the importance of team work, mech identification. Aim, teamwork, mech identification, and situational awareness can all be learned in other mechs but the importance of these as a light are much higher and therefore more demanding that a person learns them.

yet again everyone is going to have a different opinion.

the other game... that system worked incredibly well for a number of reasons. the least of which not being that when you saw someone in an assault you knew they actually had a clue about what they were doing. the levels also had ranks and the player base amazingly was respective of that. don't know how many times I dropped and the team was immediately asking me 'okay what are we doing?' simply because I 'had rank' (and no I don't mean had skipped a shower). was a mostly euro player base as well and I am sure that played into it. (NA player here before anyone goes and gets butthurt over that opinion) I think teamwork by and large is the biggest deficit in this game which to a degree is understandable in the pug realm.

I will say I think tying the Elo style Tier system to what mechs a person has access to directly isn't a good idea. Not everyone is going to get to tier 1, even with how the system is now in MWO. However everyone should have the ability to be able to get to pilot an assault. IE with the other system a person might have 1000 hrs of experience yet not be an Elo T1 but that experience still gets them the ability to pilot any mech they want.

Edited by Bellum Dominum, 29 December 2016 - 05:53 AM.


#8 The Blood God

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Posted 29 December 2016 - 08:55 AM

nah!, i'd sooner see weight class ques (12v12 assaults would be fun but would anyone play anything else after that ?) when i was a noob i picked up a lot from spectating other players

i know its rare but when a bunch of noobs follow a plan set out by an experienced player and get a good win it improves them as players they get to see how its done they might even re-try the strat again in another match

solo play is a circus in which to grind group play is where you want to be for fairer fights

#9 Tiantara

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Posted 29 December 2016 - 09:41 AM

- Bad idea. Some mech need more skill some less and skill differs from role mech play in team... Sniper, missile, brawler, interceptor, assault and many more... No good place mech by tier. Especially when everyone want buy mech they like, not the one open.





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