@Viktor Drake: If you did read the entire post, you'd see that I'm looking from both sides of the story, both veteran and newbie and actually reason why and such. And I did identify a core issue with the trial mechs, namely the fact that they're based on TT values and assumptions regarding accuracy and such, while the mechanics have changed, which means that some trial mechs are running hotter than the original TT design was intended to and as I said, it is both a curse and a blessing. The curse being a steeper learning curve, but the blessing being that once it is mastered, they should be reasonably competitive with players by not running a 'heat neutral' build but a build that maximizes firepower while trying to avoid overheating.
And as for '3 hours of play before your first mech': A core feature that has been boasted about for MWO is the customization of mechs. Having to 'grind' a couple million C-Bills before you can even own a mech, never mind actually customizing it, means that new players don't have anything to distract them from a difficult start, regularly being in a match where they're overrun by experienced players. All they're doing is learning the game in an unfriendly environment without anything to distract them from it as all they can do is switch between trial mechs. I don't think I'd enjoy enduring that for 3 hours and a first impression is important if you want players to stay.
For that, I proposed a system which requires a couple matches to be played in a certain trial mech before they can get a mortgage on that trial mech, which offers them earlier access to actually owning a mech, but losing a fair amount of their income to the mortgage to pay off the mech meaning that they can't customize it a lot quickly, forcing them to slowly change the mech and thus not massively change how the mech plays. So even if they're not doing well, they have the opportunity to check the mechlab, see how they could possibly customize their mech and find out what weapons are available (and later hopefully can already see the stats of other weapons that they encountered).
@XenomorphZZ: While that is a good idea for experienced players, you have to realize the actual purpose of the trial mechs: To ease new players into the game, as well as offering an opportunity for everyone to try out a mech chassis before buying it. New players don't know which mech configurations are good and so having on average 4 variants per chassis with 4 chassis' available means that they have to pick something from 16 options instead of 4, which is confusing for them and means that they'll switch more often between some variants meaning that they don't really gain experience in a certain variant of mech, while they actually need to first learn how to pilot one certain variant.
Edited by Kutagh, 01 November 2012 - 07:34 AM.