mycroft000, on 18 January 2017 - 08:29 AM, said:
My build is spectacular for new players, it's got more range than the SPL builds, only two weapon groups, and leaves the option open for unlocking arms. It also allows them to detect shutdown mechs and gives them the small crit chance provided by the mk1 computer. I do acknowledge the heat can be an issue, but if you want to learn proper heat management, there are few mechs better suited to that than the Nova. One time of alpha striking will teach you not to do it, and after that it does have the overheat damage reduction so that when they do overheat they don't immediately kill themselves.
"Why did I shut down! I just fired all my weapons is all I did. This mech is stupid."
That's what a new player is going to most likely say when they first encounter Ghost Heat, as the mechanic isn't exactly mentioned in super bold font nor is it covered in the tutorial. Even though it is also in a little exclamation point triangle symbol in the mechlab, it is unlikely that a new player will read that before going into battle for the first few times.
I understand the concepts of "teaching through experience", but we shouldn't be setting up mechs that will put them in bad situations, such as one panicked alpha shutting them down and killing them. We should not set new players up for failure and frustration because we built mechs that need to be played a specific way or they die. Most new players also don't even know about override, so count on that being another thing they wont think of doing.
Basically, swallow your pride a bit and try to recall how it was when you where a new player. Yes, your mech design is probably a great design. It probably works very well for you and many other players. However, being a meta design, or even a great design, doesn't mean it's a good new player design. New players need something easy to operate that can do reasonably well no matter what the situation is.
Also, I don't even know what your build is you have suggested. I was creating a general post to remind people who will actually be using these mechs, which are new players who most will have no idea about advanced game mechanics such as Ghost Heat. Ones that wont know the maps well, so they wont know how to approach in a slower brawling only mech. Players that aren't going to think about twisting their torsos to redirect damage around (shield side), or even understand why it's so important. They aren't going to know about the damage reduction from damage transfer through destroyed components, or that missile bay doors will delay their missiles shooting out or that those doors provide a 10% reduction to damage to that component when closed.
Things that work for experienced users isn't always what an inexperienced user needs. Just because it's a great build doesn't mean it's a great build for a new player. Recall, you can't tell them "don't shoot more than 6 lasers at a time", because you wont be there to help every specific new player who is going to use that trial mech.
Edit: I did see your build. It looks like a nasty build to play against. However, with ghost heat and it's all close range configuration, I do not believe it would be a good choice for a new player. However, that is my opinion, and my "votes" will reflect that. Basically, deadly in more experienced hands, a deathtrap in a new recruit's hands.
Edited by Tesunie, 18 January 2017 - 09:02 AM.