

Start-up investment in C-bills (mech and modifications/upgrades)!
#101
Posted 07 April 2012 - 03:29 PM
#102
Posted 07 April 2012 - 03:44 PM
Hador, on 26 February 2012 - 12:33 AM, said:
Personally i prefer a decent Medium or even a Heavy mech.
Perhaps we get some info about the start when they reveal new bits at the GDC.
exactly i've allways liked the catapult, tough and quite quick for a heavy and at 65 tons quite modable

#103
Posted 07 April 2012 - 04:54 PM
Example.
out of the four tests I got in the different classes a 65, 70, 75, 50 each corresponding to a different weight. The game averages them together and give you a net tonnage (Which would be displayed as Light, Medium, Heavy, Assault.) With those scores I'd be recommended into a Dragon or Catapult. If I scored lower (which isn't bad it's mainly how you think in terms of combat. Hell it could even be a final test instead of what I listed above on how you'd approach the situation. Think GOAT from Fallout 3.)
I'd be recommended a Centurion or Hunchback. Just an idea.
#104
Posted 14 April 2012 - 02:16 AM
WerewolfX, on 07 April 2012 - 04:54 PM, said:
Example.
out of the four tests I got in the different classes a 65, 70, 75, 50 each corresponding to a different weight. The game averages them together and give you a net tonnage (Which would be displayed as Light, Medium, Heavy, Assault.) With those scores I'd be recommended into a Dragon or Catapult. If I scored lower (which isn't bad it's mainly how you think in terms of combat. Hell it could even be a final test instead of what I listed above on how you'd approach the situation. Think GOAT from Fallout 3.)
I'd be recommended a Centurion or Hunchback. Just an idea.
True, mech academies have also been suggested in other threads:
http://mwomercs.com/...__fromsearch__1
http://mwomercs.com/...__fromsearch__1
and could become the basis for a different MWO start-up model or complement the system/approach envisioned in this thread (following a mech academy, possibly rewarding each player with C-bills based on her/his performance in the academy ... however, this would not allow that every new player will be able to chose the mech she/he likes as planned by the developers, unless there is an 'instant action' option that circumvents the academy training).
#105
Posted 14 April 2012 - 02:52 AM
#106
Posted 14 April 2012 - 09:01 AM
Oh, wow.
#107
Posted 14 April 2012 - 09:30 AM
#108
Posted 16 April 2012 - 10:04 AM
#109
Posted 16 April 2012 - 10:55 AM
I'd take the JR7, myself, though I'd be saving my extra C-Bills to buy a heavy (WTB ON1-K!!!) soon after.
#110
Posted 16 April 2012 - 12:19 PM
If someone plays through from Light to Med to Hvy to Assault they should get a bonus to their exp, loyalty, and money over someone who just went straight to higher weight class! Why... because that person will have a greater understanding of the machines that are on the field. The (grind) to advance in the mechs shouldn't be based on wins either. Ppl with no regular group will end up losing more often then not because of PUGs. Which will stagnate their progression and possible make some good players leave who comein with no group to join already. Unless the average playerbase is better then what I've seen on near every game I've played (not likely). F2p WILL bring the unskilled, uncaring, and the unreliable (as far as combat).
I ranted my apology! Simply if you work through all 4 tiers big bonus, 3 tiers good bonus, 2 tiers ...a bonus, Straight to Assault nada
#111
Posted 16 April 2012 - 12:39 PM
#112
Posted 16 April 2012 - 01:17 PM
#113
Posted 16 April 2012 - 04:12 PM
What type of Mech you get depends on House and % roll chance.
20% Light Mech / 40% Med Mech / 35% Heavy Mech / 5% Assault Mech.
#114
Posted 16 April 2012 - 05:59 PM
Zynk, on 16 April 2012 - 04:12 PM, said:
What type of Mech you get depends on House and % roll chance.
20% Light Mech / 40% Med Mech / 35% Heavy Mech / 5% Assault Mech.
I could see this working as well but I would modify it, instead of the % roll determining weight class the options a player picks should determine weight class and then the % roll determines which Mech in that class they get. In that sense it more closely resembles the 3rd edition Mechwarrior Paper and Pencil RPG where your characters were built on a priority basis and one of those priorities was Mech Weight Class and from there you rolled to see what Mech in that class you got.
#116
Posted 16 April 2012 - 09:29 PM
#117
Posted 16 April 2012 - 09:32 PM
Kip Wilson, on 26 February 2012 - 11:30 AM, said:
Nothings worse than having the heaviest hitters on your team go rushing out in the middle of a map and get completely ganged up on. It pretty much guarantees a loss. Most teams can survive loosing a light or medium tank thats driven by a rank amateur but loosing a heavy while the other side still has theirs makes things very difficult.
People say that "most" players wouldn't take an assault or even a heavy if they had the option. That might be the case here on the forums but that wont be the case for the typical player. If this is allowed, what we will see is games of complete newbies duking it out in their stock assaults and getting themselves and their teammates completely pwned.
No, I have to say that players need to earn the right to pilot heavies and assault. Im not talking spending 12 hours a day for a month grinding away just so you can get into that Atlas, that makes things no fun either. Maybe they should be unlocked after a certain number of battles have been played, or better yet, a certain number of battles have been won by the player. Something reasonable, like maybe a week worth of playing, when the player starts understanding how to play the various maps and what kinds of tactics works best.
Im also not disregarding the value of a light or medium 'mech. As a matter of fact, in WoT Iprefer to use medium tanks myself (which is why I know how important heavies are in a game). A good scout 'mech can definately influance in a battle, and so can a well played medium. With that being said however, even skilled light/medium drivers have to depend on the heavy/assaults for support.
My vote would be to make the starting cash somewhere around 5-6,000,000 c-bills. That way you can start out in a very nicely equippped light or a good solid medium. If you're smart, you even might be able to get into an entry level heavy, but that's the limit.
I have to disagree with this post. The biggest reason actually comes from WoTs. Starting off with an Atlas doesnt automaticly make the player any less or more compident at the game than starting in a Jenner, and the skills you learn in a Jenner are pretty much non-applicable to playing an Atlas.
In World of Tanks, you find alot of people struggling with their opening Heavies (KV comes to mind) because the whole grind to GET to a heavy was forcing them to play as Light Scouts and Medium Wolf-Packers. The lessons you learn playing as a Heavy are applicable only to the heavy, as the light with the light, and medium with the medium. Same goes for Battlemechs. A person playing in a Catapult will have to learn and apply very different tactics than a person running in a Hunchback.
What mech they choose at the start is irrelevant to skill being built up because of these ideals, but is more likely to meet with success since they are thrown into the mech of their choice and are more likely to enjoy the experience, stick around long enough to learn how to best operate within their given role. Is the newcomer with an Atlas going to make alot of mistakes and probably die due to them? Yes, but that's no different than the Scout who thinks he can brawl, the Support who thinks he can scout while taking ground, and the Atlas who thinks he's a one-man-army. These are things you will have to LEARN while playing your chosen role, it applies to everyone.
If your concern is every n00b on the planet is gonna take the Atlas, I say let them. They arnt doing any more damage to themselves and the team than they would be in any other roles. The concern comes from the given player, not the mech of choice. Forcing them to play a scout first and build their way up is not going to make them ready to play the given role they are working up to, and not nearly as fast as jumping into the mech of their choosing, though allowing them to start with their mech of choice is more likely to keep their interest, keep the playing, keep them learning and developing as a pilot, which in turn breeds the better pilots that you do want on your team.
People make mistakes, people learn, and if you think 'starting slow' is going to help, you'll often find all it does is frustrate.
#118
Posted 16 April 2012 - 09:39 PM
MacabreDerek, on 16 April 2012 - 09:32 PM, said:
I have to disagree with this post. The biggest reason actually comes from WoTs. Starting off with an Atlas doesnt automaticly make the player any less or more compident at the game than starting in a Jenner, and the skills you learn in a Jenner are pretty much non-applicable to playing an Atlas.
In World of Tanks, you find alot of people struggling with their opening Heavies (KV comes to mind) because the whole grind to GET to a heavy was forcing them to play as Light Scouts and Medium Wolf-Packers. The lessons you learn playing as a Heavy are applicable only to the heavy, as the light with the light, and medium with the medium. Same goes for Battlemechs. A person playing in a Catapult will have to learn and apply very different tactics than a person running in a Hunchback.
What mech they choose at the start is irrelevant to skill being built up because of these ideals, but is more likely to meet with success since they are thrown into the mech of their choice and are more likely to enjoy the experience, stick around long enough to learn how to best operate within their given role. Is the newcomer with an Atlas going to make alot of mistakes and probably die due to them? Yes, but that's no different than the Scout who thinks he can brawl, the Support who thinks he can scout while taking ground, and the Atlas who thinks he's a one-man-army. These are things you will have to LEARN while playing your chosen role, it applies to everyone.
If your concern is every n00b on the planet is gonna take the Atlas, I say let them. They arnt doing any more damage to themselves and the team than they would be in any other roles. The concern comes from the given player, not the mech of choice. Forcing them to play a scout first and build their way up is not going to make them ready to play the given role they are working up to, and not nearly as fast as jumping into the mech of their choosing, though allowing them to start with their mech of choice is more likely to keep their interest, keep the playing, keep them learning and developing as a pilot, which in turn breeds the better pilots that you do want on your team.
People make mistakes, people learn, and if you think 'starting slow' is going to help, you'll often find all it does is frustrate.
Cannot agree more! I personally cannot stand the light scout mechs. Absolutely way too fragile for me. My style of combat in MW2,3,4 has shown me I need 65+ tons of mech under me. I am excessively violent as a pilot. I tend to come to a halt in single player and just hammer the daylights out of my foes. That said, in this game, I think being able to start in the role and mech you want will breed a better pilot for that role. I mean come on, force a guy to start with a firemoth and work up to the direwolf? uh bad idea! the tactics in the Firemoth are waaaay diff than that of a Direwolf. Let the player pick his mech at start, pick his role. If he or she do not like that combo, start again with a new combo on the character.
#119
Posted 16 April 2012 - 10:05 PM
MacabreDerek, on 16 April 2012 - 09:32 PM, said:
I have to disagree with this post. The biggest reason actually comes from WoTs. Starting off with an Atlas doesnt automaticly make the player any less or more compident at the game than starting in a Jenner, and the skills you learn in a Jenner are pretty much non-applicable to playing an Atlas.
In World of Tanks, you find alot of people struggling with their opening Heavies (KV comes to mind) because the whole grind to GET to a heavy was forcing them to play as Light Scouts and Medium Wolf-Packers. The lessons you learn playing as a Heavy are applicable only to the heavy, as the light with the light, and medium with the medium. Same goes for Battlemechs. A person playing in a Catapult will have to learn and apply very different tactics than a person running in a Hunchback.
What mech they choose at the start is irrelevant to skill being built up because of these ideals, but is more likely to meet with success since they are thrown into the mech of their choice and are more likely to enjoy the experience, stick around long enough to learn how to best operate within their given role. Is the newcomer with an Atlas going to make alot of mistakes and probably die due to them? Yes, but that's no different than the Scout who thinks he can brawl, the Support who thinks he can scout while taking ground, and the Atlas who thinks he's a one-man-army. These are things you will have to LEARN while playing your chosen role, it applies to everyone.
If your concern is every n00b on the planet is gonna take the Atlas, I say let them. They arnt doing any more damage to themselves and the team than they would be in any other roles. The concern comes from the given player, not the mech of choice. Forcing them to play a scout first and build their way up is not going to make them ready to play the given role they are working up to, and not nearly as fast as jumping into the mech of their choosing, though allowing them to start with their mech of choice is more likely to keep their interest, keep the playing, keep them learning and developing as a pilot, which in turn breeds the better pilots that you do want on your team.
People make mistakes, people learn, and if you think 'starting slow' is going to help, you'll often find all it does is frustrate.
I couldn't agree with you more about much of what you say, but there is one thing that I feel is relevent between the different weight classes, role, you have mechs of different roles in every class, some roles cross over between 2 or more classes, example support role mechs are found in all 4 classes while scouts are pretty much limited to light and medium mechs, long range fire support medium through assault, artillery is heavy and assault, front line combatants are medium and heavy with a few assault mechs able to fill that role as well.
As to what you said about WoT I agree with you 100% I got tired of trying to play lights so as soon as I could I upgraded to a medium, but my tank playstyle puts me needing a heavy. I even tried playing artillery and couldn't really get into it so in the end I uninstalled and found something else. It wasn't a matter of not understanding how to play those tanks I would try to act as a forward scout for my teams artillery when playing a light, or in the medium I would run as support for the lights that were scouting or the heavies making their assault charges but I just wasn't comfortible in the roles I played.
#120
Posted 17 April 2012 - 12:02 AM
Rejarial Galatan, on 16 April 2012 - 09:39 PM, said:
What I was more focused on was Playstyle of a mech rather than it's actual wieght-class. An Awesome plays very differently than an Atlas even though they are both assaults. That being said, you wont learn to play an Awesome by practicing on an Atas. The key thing comes down to giving a player the ability to play the style he wants, and making it accessable to continue onward with his strengths. If you find yourself wanting to play a fire-support missile mech, it makes absolutly no sense for me to start off in a Jenner, and expect to play really well as a Catapult when I 'work my way up to it'.
At best, you can learn about maps, fireing lines, kill-zones, spawn-areas, common camping and sniping zones, patrol paths, etc. But even then, some of that may not be relivant if you're playing a different mech than that which favours your style of combat. A Dragon isnt expected to arrive in the same area at the same time as a Jenner, and the same goes for the Atlas. You're game and your approach to each match has to be tailored to the expectations and constants that only arrive when playing the same mech, and starting someone off in a different mech with different speeds, range and armour changes the whole face of the game dispite knowing these things. An Awesome can expect to dominate a fireing line, but can not expect to be the first one there to take it. So they will probably be depending on how the lighter mechs do to innitially take his sniping lane, and that will change how far forward he goes to take ground, and where he'll be using for cover. These are all very specific to each player's experience, and in the end if you want someone to play competently then you have to start them out in the mech/roll first and give them a chance to learn how each match is likely to go.
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