Nik Reaper, on 18 February 2017 - 11:10 AM, said:
Other shooters have a much higher physical skill requirement in aiming, and typically knowledge of how to use your character's special ability (if any; typically just one).
MWO shares things like leading shots, but complicates it because you're able to bring a variety of weaponry with different characteristics that you're using simultaneously.
MWO requires much more advanced piloting knowledge (though this is shared at least in part with games like WoWarships and the irk) because you can't just zip around quickly, but need to think more about where you're going, how fast you can maneuver, acceleration and decelleration. In a regular shooter, you can peek out and be back in cover extremely rapidly, whereas a piloting error in an Atlas is death.
Then you need to be aware of hit locations, your own armor per component, where your weapons are located to protect vulnerable spots and soak more damage when you cannot avoid it entirely. FPS's generally lack this entirely - head hitboxes aside, it rarely if even matters if I shoot you in the right leg or left arm, for example, whereas where you shoot someone in MWO is very important.
You've got arms, torso and leg directions, physical placement of your weapons vs cover you're near (and friends, for that matter!) Front vs. rear armor placement and usage.
Then there's mech building, too, but to be fair that's a skill a great many players never learn and instead just copy posted "meta" builds which, while perhaps not the best builds, are good enough to get you well within a reasonable margin of error. Still, being good at the mech lab will allow you to take advantage of balance changes faster, and build mechs better suited to your own play.



























