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Moonshot Project: Manual Needed!

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#1 beaver1776

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Posted 23 January 2017 - 02:16 PM

I am of the belief that there is an inordinate amount of irritation (qq'ing, salt, whatever) on the threads, as of late. For the majority, I feel that this boils down to one thing. That being said, there are no real instructions on how to play this game. We have players that come from previous Mechwarrior games, other first-person shooters or even the tabletop game itself. Many of them can adapt and play somewhat functionally. Some of them cannot because they need to read the information, as opposed to experience it, to understand it. Couple that with those that stumbled upon this game and tried it out because it looked cool. However, they have no frame of reference. This sums to one thing, a poor playing experience for veterans and new players.

I am aware of the many resources out there that cover this game. There are plenty of websites, guides, videos, forum threads that give out advice. Some even come close to being play manuals. But these resources are scattered. No new or causal player would have the first clue how to find these. I would like to propose that we put aside our bitterness and come together on a Moonshot project: To make a decent instruction manual to help teach people how to really play this game.

I do not see a need to reinvent the wheel. Many of the existing resources could and should be used as a basis for this instruction manual. If you think about this seriously, think about this from the perspective of being a new player that has no experience in the BattleTech universe. Additionally, think about this objectively. And use facts. Many of us experienced players know why LRMs are not optimal weapons but, would a new player? Here a few subjects I believe would be benificial, if covered:
  • Movement mechanics
  • Weapon mechanincs (each weapon and Tech base within should be covered)
    • Energy
    • Ballistic
    • Missile
  • Damage mechanics
  • Battlemech construction (mechlab use)
  • Maps
  • Communication in game
  • Command in game
  • Game mode mechanics
  • Career paths
  • Quick play
  • Faction play
  • Competitive play
  • Tactics and strategy guide
  • "Meta" game
    • Why the "meta" is the "meta" in quickplay
    • Why the "meta" is the "meta" in faction play
    • Why the "meta" is the "meta" in competitive play
I am not a project manager, nor do I play one on TV. I would not know where or how to begin making this happen. By rights, I know this is not officially our responsibility. If we want to keep having a gaming community, we should think about this. I can not even be sure if it is actually needed. It is only something I think is needed and should be readily available for those that honestly want to learn how to play. When I think about pickup gamers or new players trying to learn the game, I do not see anywhere/anything "easy" for them to find and learn from. Thank you for reading and your input is appreciated.

If there is a better place for this, mods please move it. This just seems to me to be appropriate since this is where the infighting is coming from, as of late.

TL:DR - It is high-time we put aside our differences and make a game manual.

Edited by beaver1776, 23 January 2017 - 03:08 PM.


#2 naterist

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Posted 23 January 2017 - 02:57 PM

I support this idea. I can make it interactive just for fun, to test my newb lvl coding techniques, then put it somewere.

In a gesture of peace, im asking evil members to submit written descriptions for incorporation, and ill try and add it in were applicable.

#3 Starbomber109

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Posted 23 January 2017 - 03:31 PM

Need to convince everyone who wrote a guide to CW back in phase2 to update. AKA: Gman123

#4 Positive Mental Attitude

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Posted 23 January 2017 - 04:04 PM

You wont like it but heres my not even kidding version of EVIL's list
  • Movement mechanics: move forward, kill the mechs in front, look for really stupid ones that got caught out first.
  • Weapon mechanincs (each weapon and Tech base within should be covered)
    • Energy: use lots, your mech should run really really hot, pilot well done after 5 mins of fighting (feels like an elbow to the touch).
    • Ballistic: crap
    • Missile: good luck on your own brawling, dont bother asking for a lock
  • Damage mechanics: pop torsos, shoot the same one your friend just shot
  • Battlemech construction (mechlab use): build for specific jobs, not what if and generalzations
  • Maps: [redacted]
  • Communication in game: if someone ever says push dont do it, ignore all uav callouts, immediately tell the idiots not to do whatever it is theyre doing thats wrong, dont be gentle either (should sound close a public basketball court in new york)
  • Command in game: none
  • Game mode mechanics: mechs have legs and upper torsos, thats confusing for some people i hear
  • Career paths: forum warrior, streak noob, lazer boat noob, over quirked noob, hacker, in game troll and beef cake
  • Quick play: never except by accident when not paying attention
  • Faction play: yes its a mode
  • Competitive play: forfeit, never even looked for the place to sign up
  • Tactics and strategy guide: stop being bad, do what works, correct mistakes fast and without prejudice
  • "Meta" game
    • Why the "meta" is the "meta" in quickplay: lvl mechs
    • Why the "meta" is the "meta" in faction play: this is way open for opnions here and I will not put mine into it.
    • Why the "meta" is the "meta" in competitive play: whats that?

Edited by Redjack d3, 23 January 2017 - 04:17 PM.


#5 beaver1776

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Posted 23 January 2017 - 04:25 PM

Redjack...You are wrong about that. A lot of it is good. My point is, we (experienced) players know this. But, how do we get the inexperienced to learn this...if they want to learn it? There is no "common-sense" place for them to go and learn these things, in fairly short order. They cannot learn what works if they have no guidance on it.

Many people would not likely switch to a new weapon system, tactic or strategy after a few goes and not doing well. In their own mind they would likely attribute it to them just being new.

Edited by beaver1776, 23 January 2017 - 04:34 PM.


#6 Positive Mental Attitude

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Posted 23 January 2017 - 04:29 PM

View Postbeaver1776, on 23 January 2017 - 04:25 PM, said:

Redjack...You are wrong about that. A lot of it is good. My point is, we (experienced) players know this. But, how do we get the inexperienced to learn this...if they want to learn it. There is no "common-sense" place for them to go and learn these things, in fairly short order. They cannot learn what works if they have no guidance on it.

Many people would not likely switch to a new weapon system, tactic or strategy after a few goes and not doing well. In their own mind they would likely attribute it to them just being new.


Yea I get ya, I personally feel experience in game trumps all. finding like minded people who can guide you down the right path for you would be the wisest choice. Those that need a book are generally better teachers than players.

#7 Starbomber109

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Posted 23 January 2017 - 04:29 PM

View PostRedjack d3, on 23 January 2017 - 04:04 PM, said:

  • Maps: [redacted]


Damn you Redjack! How do you win at Terra Therma! That map just confuses me! At least the old version was easy to understand! Everyone votes against it in quickplay so I don't even play it that often.

#8 Positive Mental Attitude

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Posted 23 January 2017 - 04:35 PM

View PostStarbomber109, on 23 January 2017 - 04:29 PM, said:


Damn you Redjack! How do you win at Terra Therma! That map just confuses me! At least the old version was easy to understand! Everyone votes against it in quickplay so I don't even play it that often.



switching between night vision and thermal really fast helps a ton.

#9 Carl Vickers

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Posted 23 January 2017 - 05:50 PM

View PostStarbomber109, on 23 January 2017 - 04:29 PM, said:


Damn you Redjack! How do you win at Terra Therma! That map just confuses me! At least the old version was easy to understand! Everyone votes against it in quickplay so I don't even play it that often.


Terra is easy, there is one side where teams start and have an easy run to F7 at which point the team that starts on the other side annihilate them as F7 has no cover, you need to go up from the DZ to F8 and G8 and meet the other team there. You have cover to peak and poke and not get slaughtered.

The team that has its starting point not close to F7 has an easier time getting to the center where teams meet.

#10 Starbomber109

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Posted 23 January 2017 - 05:57 PM

View PostRedjack d3, on 23 January 2017 - 04:04 PM, said:

Energy: use lots, your mech should run really really hot, pilot well done after 5 mins of fighting (feels like an elbow to the touch)

I agree with this. I have multiple weapon groups to manage heat (and you can always press that O key just try not to die from being too hot to handle :P

Quote

Ballistic: crap
Missile: good luck on your own brawling, dont bother asking for a lock

I donno if I would discount right off the bat two whole weapons systems. SRMs throw out lots of DPS, if you can ambush someone (like a city-fight environment) you should be able to kill them while they overheat, the SRMs refresh way faster than lasers.

Ballistic weapons outrange comparable lasers most of the time, have better DPS and the damage is pinpoint...but there's lots of drawbacks too. The biggest one is this little thing called tonnage efficiency Lets take for example, the AC10, it weighs 12 tons, does 10 damage out to 500m or so....buuuut, you have to carry amo, making the whole package weigh something like 14-15 tons. You can get 2x LPL for the same tonnage, and it does more damage (but for more heat but as Redjack mentioned you should be learning how to manage heat). For some maps (like VITRIC FORGE and TERRA THERMA) That AC10 is going to be more worthwhile because the autocannon is essentially heat neutral meaning you can fire it forever until you run out of amo. UACs are NOT heat neutral (anymore :( ), but they have a better rate of fire (they also jam.)





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