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Why you should have to start with a light.


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#21 Agent CraZy DiP

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Posted 31 March 2012 - 07:46 PM

I really think you should start with one of every class, and then branch out from there. Essentially make the first in each class exceptionally difficult to get equipment for them. Force them to use it a lot if they want to move on. This will allow players to test the waters of each mech to see if it's the class for them.

#22 Michael Rosario

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Posted 01 April 2012 - 10:09 PM

I know I'm the minority here, but I think you should start with the c-bills and then buy a mech (or two, if you don't mind piloting something cheaper) in whatever size category you want.

That being said, as I've mentioned on another thread, I also believe that you should have a "stable" of mechs owned by your merc group or faction that you can use, however you can't customize them and you have to pay part or all of the repair costs.

#23 Soviet Alex

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Posted 02 April 2012 - 04:08 AM

It's probably worth merging this thread with: http://mwomercs.com/...able-at-launch/, because a) it covers all the same ground, & it references what the devs have told us will be in the game. The decisions have already been made.

Edited by Soviet Alex, 02 April 2012 - 04:08 AM.


#24 Thomas Covenant

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Posted 10 May 2012 - 09:10 AM

View PostHalfinax, on 30 March 2012 - 06:48 PM, said:

Don't even hint at the concept that bigger is better.....You are only going to show them that light chasis are inferior to heavier chasis.


How can you possibly show them what any amount of playing should show them otherwise?

View PostFox5859, on 30 March 2012 - 04:44 PM, said:

good sir you propose a good idea but you have one thing wrong what if they arent good with light mechs what if there better with medium or assualt


Probably the best argument AGAINST this idea I can think of. I think they should do this as a nod to both past MechWarrior games, and to their own quality of gameplay. It would give added challenge to people that already know of that preference. As an assault player myself it would improve my experience to have to work up to it. I can see how others would be less enthusiastic.

Well, maybe after you get to each mech class you can just get a starting mech of that class from your faction when you do your next playthrough.

I really want to get PG to hear this idea because this is a strong opportunity for an artistic statement. It is so easy not to do this. It would be so meaningful if you did. Play with peoples expectations. Make your statement. Do this, not because its easy, but because you're awesome.

Edited by Thomas Covenant, 10 May 2012 - 09:27 AM.


#25 Havoc2

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Posted 10 May 2012 - 11:16 AM

IMO no, players shouldn't be forced to start with any 'Mech.

This game will be all PvP. It's not like in the SP where you start with a light (because it's cheap) and fight against easy AI enemies while you gain enough c-bills/salvage to get heavier chassis.

This game is PvP. What's more is it's mixed role PvP.

Unknown how PGI will allow starting 'Mechs to be assigned, or if they will (as mentioned earlier) simply allow everyone to start with $500,000,000 and purchase your chassis of choice. Buy an assault and be stuck with stock or near stock configs for the first little while, or buy a light and tweak it out with top of the line tech, or get a heavy/medium and get a mix of size and slightly higher tech.
Or will you simply get a selection screen at log in (similar to a character selection screen) and pick your chassis and we all start there?

Unknown until we get closer to release date.

#26 Atlai

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Posted 10 May 2012 - 12:30 PM

You should get one free mech of any chassis to start you off then have to pay for all else.
i dont think you should be forced to use a light unless they want to

#27 Thomas Covenant

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Posted 10 May 2012 - 12:34 PM

View Post}{avoc, on 10 May 2012 - 11:16 AM, said:

IMO no, players shouldn't be forced to start with any 'Mech.

This game will be all PvP. It's not like in the SP where you start with a light (because it's cheap) and fight against easy AI enemies while you gain enough c-bills/salvage to get heavier chassis.

This game is PvP. What's more is it's mixed role PvP.

Unknown how PGI will allow starting 'Mechs to be assigned, or if they will (as mentioned earlier) simply allow everyone to start with $500,000,000 and purchase your chassis of choice. Buy an assault and be stuck with stock or near stock configs for the first little while, or buy a light and tweak it out with top of the line tech, or get a heavy/medium and get a mix of size and slightly higher tech.
Or will you simply get a selection screen at log in (similar to a character selection screen) and pick your chassis and we all start there?

Unknown until we get closer to release date.


That sounds good enough :D

In an environment where pros and newbies are mixed(which I hadn't contemplated) it would seem fair to allow more starting versatility.

I see I now don't have to look at not starting out with a light as missing an opportunity but simply making room for a new one, that of being thrusted into mixed skill level combat.

#28 neodym

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Posted 10 May 2012 - 12:49 PM

View PostLycan, on 29 March 2012 - 03:00 PM, said:

You should not have to start with a light. You should be able to start with any weight class you chose to.

If you start with a light, it could/will lead to the assumption that there's a progression from light to medium to heavy then to assault. Were as the assaults are end game chassis and is what the player should be striving for.

As that is not the case, and something that PGI is trying to avoid, the best way (IMO) to do so is allowing the pilot to chose which weight class they want to start with and then going from there.


I couldnt say it better.... I dont want Commando to be another loltraktor

#29 Garth Erlam

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Posted 10 May 2012 - 12:52 PM

The Commando sure as hell isn't that - think people are glossing over how much damage that thing does in a single salvo.

#30 Felicitatem Parco

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Posted 10 May 2012 - 12:59 PM

Why would anyone care if a full barrage from the SRM-4 and SRM-6 combined generates the same damage as an AC/20...? It's just a little Commando.

Edited by Prosperity Park, 10 May 2012 - 12:59 PM.


#31 Garth Erlam

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Posted 10 May 2012 - 01:00 PM

This is the example I always use: Awesomes Alpha Strike - 33 damage. Commandos Alpha Strike: 25 damage.

#32 Felicitatem Parco

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Posted 10 May 2012 - 01:04 PM

Jenner's Alpha Strike - 28 damage. The Awesome is just a tall, armored, overheated Schrek.

Edited by Prosperity Park, 10 May 2012 - 01:05 PM.


#33 Aegis Kleais

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Posted 10 May 2012 - 01:06 PM

View PostGarth Erlam, on 10 May 2012 - 01:00 PM, said:

This is the example I always use: Awesomes Alpha Strike - 33 damage. Commandos Alpha Strike: 25 damage.

True enough. If you look at it subjectively, A heavy might have 4 lasers and a PPC, where a light might have 4 lasers. So the only difference in WEAPONS can be rather low. Where the Heavy of course makes up for this is armor! He can take more hits than the Light. Where the light offsets this is with his mobility!

I think too many people are just hung up on tonnage = power.

#34 Felicitatem Parco

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Posted 10 May 2012 - 01:07 PM

Power = Responsibility

More tonnage does bring more power, but without the ability to wield it properly, you will fail. More tonnage means more armor means more time alive on the battlefield as long as you keep your back covered. The longer you live, the more shots you fire, meaning you bring more firepower than an equally-armed opponent who dies early in the match.

Edited by Prosperity Park, 10 May 2012 - 01:10 PM.


#35 Ramien

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Posted 10 May 2012 - 02:59 PM

My problem with the idea of starting everyone out in light mechs is the fact that it's not going to do a good job of teaching the combat roles to the pilots. A light mech isn't going to be doing much scouting if the other mechs in the lance are going to be less than a second behind them. The Raven's NARC will see little use (SRMs at least can still home on them), and their TAG would see none at all unless there's a light mech with LRMs that I'm forgetting. You'd basically end up with a false learning curve that would have to be at least partially unlearned once the heavier mechs start appearing on the battlefield.

#36 Garth Erlam

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Posted 10 May 2012 - 03:18 PM

Hell, in terms of skill required (no offense, Assault lovers) Lights are a lot tougher. If I have a friend who's never played a game of Btech or MechWarrior before trying this game, I'm going to suggest an Atlas. High armour so he can survive errors in play, diverse loadout, slow enough he isn't fighting the controls, etc.

Imagine your first 'Mech, in your first game, being a 118 km/h light with Jumpjets.

#37 Mr Smiles

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Posted 10 May 2012 - 03:33 PM

View PostGarth Erlam, on 10 May 2012 - 03:18 PM, said:

Imagine your first 'Mech, in your first game, being a 118 km/h light with Jumpjets.


You mean "Imagine every MechWarrior game ever until now"? :P B)

#38 Bullet Magnet

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Posted 10 May 2012 - 03:37 PM

View PostProsperity Park, on 10 May 2012 - 01:07 PM, said:

Power = Responsibility

More tonnage does bring more power, but without the ability to wield it properly, you will fail. More tonnage means more armor means more time alive on the battlefield as long as you keep your back covered. The longer you live, the more shots you fire, meaning you bring more firepower than an equally-armed opponent who dies early in the match.


With great tonnage comes... great responsibility? :P

Edited by Bullet Magnet, 10 May 2012 - 03:59 PM.


#39 Gun Bear

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Posted 10 May 2012 - 03:52 PM

I agree that piloting a 'mech traveling at massive speed is much tougher than lumbering about shooting things but I don't think that people should be restricted at all.

Edited by Gun Bear, 10 May 2012 - 04:04 PM.


#40 Pvt Dancer

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Posted 10 May 2012 - 04:20 PM

View PostMason West, on 10 May 2012 - 12:30 PM, said:

You should get one free mech of any chassis to start you off then have to pay for all else.
i dont think you should be forced to use a light unless they want to

Devs have stated, several times, that all chassies will be avaible. There will be no 'gold tanks' apparently. This is still a hotly debated concept that people feel they should have 'gold mechs' to help PGI generate money. Buying extra mech hangers on the other hand, seems to be a sweep.

View PostGarth Erlam, on 10 May 2012 - 03:18 PM, said:

Hell, in terms of skill required (no offense, Assault lovers) Lights are a lot tougher. If I have a friend who's never played a game of Btech or MechWarrior before trying this game, I'm going to suggest an Atlas. High armour so he can survive errors in play, diverse loadout, slow enough he isn't fighting the controls, etc.

Imagine your first 'Mech, in your first game, being a 118 km/h light with Jumpjets.

I agree. I have stated months ago that I feel the 'newb' mechs will be assault mechs for the same reasons. I also said that the guys to be scared of are the lights.

To the OP, I am glad they are not having restricted classes and that all are open. As a player, it will keep you on your toes as to who might be really skilled and who may not be, on both sides. A really experienced player in a Atlas might dominate the map as much as a experienced player in a Commando.





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