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I did a little experiment recently.
I'm a longtime FP player. I know the struggles of starting off fresh; I'm 100% F2P, so I've had to earn all my mechbays through FP and events. When I first started playing this mode, I had to make due with whatever mechs I could get. One of my main picks was a LRM orion, no backup weapons. Ouch.
Anyway, I wanted to recreate that experience for a bit. So, I decided to play a few matches with the only mechs available to newbies: Trials.
This is the Clan trial deck I used, intentionally made as bad as possible:
Adder, 5 ERMLs: A substandard light. 35 tons gives you an okay alpha, but low speed, standard burn time and a CT like a bullseye make this easy to take down.
Nova, 6 ERMLs: A decent medium. 50 tons, usually must poptart for a full alpha, but corner peeking works fine. Fragile and pretty hot, though.
Hunchback, 2 UAC10s 2 ERMLs: Best mech in the deck, honestly. Good sustained fire, good alpha. Requires experience w/ fire control to prevent jams. Dropping this in the middle of the match and trading well can easily net you 700-1000 damage.
Dire Wolf, 2 Gauss 2 LPLs 3 ERMLs: Ugh. It's got a big alpha, sure, but huge mobility, heat, and hitbox issues. Only 600 optimal range, too. ERMLs are useless outside alpha. A 100 ton punching bag at best.
Disclaimers: I always dropped solo. Obviously, there are groups in these matches, but I'm not with them or on TS. Also, I always dropped the Hunchback last, usually into a drop zone siege. Frankly, it's too good for this deck, and I only used it to hit weight limit and not gimp myself even more (or rely on EBJS and HBRs).
Results:





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Now, I'm not a good player by any means. I'd consider myself a bit above average: I can aim, I can prioritize targets / components, I generally don't die immediately after dropping. Yet, even with this terrible trial deck and my average skill, I'm averaging 975 damage. And that's with one match in Conquest on Polar, with few engagements. Even with a heavy alpha deck and literally suicide-bombing the enemy, 4+ mechs to 1, I'm sure I could get in 250 damage per mech.
If you're struggling to do this much damage per match, FP is (generally) a bad idea to commit to. QP is much more forgiving in terms of tier ranking, unleveled / fun mech builds, and lack of coordinated groups. Rewards will generally be better for the amount of time spent, too. Learning the game, mech builds, tactics / positioning, optimal ranges, winning trades, heat management, team coordination: all of these are more important than the rewards from FP.
I know many players get frustrated with this mode, because it is, inherently, unbalanced. My advice is to steer clear of it until you're confident you can do at least this amount of damage with a fully customized / leveled deck. Otherwise, you're probably burn out on it easily. Getting slaughtered over and over without even knowing *why* gets old quick.
(Just wanted to verify that 1000 damage standard everyone talks about. Yes, it pretty much is the floor for acceptable performance in FP.)





























