I'm renewing my attempt at a tutorial series for new and seasoned Mechwarriors.
The goal is to cover both the basics (^1) and the more advanced things (such as firing on two enemies simultaneously, rapid u-turns with 0 degree turn radius, etc).
^1(which the "training grounds" videos from the guys at No Guts No Galaxy touch base on. They fail to mention so much that new players will find so critical to know about the things many of us take for granted because we "just know" from previous games.)
Below are the topics and sub-topics (or thought-jarring notes) that I plan to include. Each will be contained in its own video with a goal of being 5 minutes or less, with no more than 10 minutes in complex cases.
Tutorial topics
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*Getting started, menu layout. (Not necessary but for completion. How to rebind controls. What graphic settings to avoid for certain computers. How high-end computers can avoid the 4FPS memory leak. What lower-end computers can do to avoid it.)
*HUD. (Training grounds left out numerous details. This will cover what they covered and everything they failed to mention including identifying both targeting cross-hairs, how to identify when you are being jammed, enemy equipment, and how the game lists the order of your weapons.)
For quick reference:
o (arm) weapons:
Right, top to bottom.
Left, top to bottom.
+ (torso) weapons:
Right torso, top to bottom, right to left.
Head.
Center torso, top to bottom, right to left.
Left torso, top to bottom, right to left.
Non-user controlled Components (ECM, AMS, etc.)
*Basic controls 1.
Driving. All controls for how to pilot the 'Mech with both interior and exterior views for better clarity. Suggestions for any key rebinding that some might want to do. Will have separate tips and tricks based on weight class and leg type [humanoid, reverse-joint, tri-leg and quad-leg when released].
*Basic controls 2.
Weapons control. Separate video dedicated to combat controls. Includes setting up weapon groups, manual jam-clearing of weapons (in case if PGI takes my request to include both automatic and manual jam-clearing since I can un-jam my gun manually in 2 seconds), targeting, component toggles, using both cross-hairs, weapon bay doors, etc.
Special: Manual shutdown -- when and why. Power up or override, when and why.
*"Sensors", not radar.
Explanation of the shared sensors concept. The fact that this is NOT a radar and will not work like one. Will use annotation details that can be updated after-the-fact on things such as ranges and what equipment will affect them.
*Advanced controls (tricks) and maneuvers
Such as shooting at two targets simultaneously, jump-jet assisted zero turn radius rapid u-turns, pop-tarting, "Kick in the face" jump-jet leaps, tackling [once collisions are back], losing incoming LRMs without ECM assistance, anything else that comes to mind. Each contained in its own separate short video.
*Basic 2-pilot team tactics.
An introduction to very basic tactics for a pair of friends. Will include a number of play styles, video examples of those tactics in use, and how to build to compliment each other's strengths and weaknesses.
(Space for ideas.)
The scouting party.
The missile boat and his escort.
Medium attack dogs.
The big guy and his little friend (assault and light).
Tank and support (assault and medium or heavy.)
The Catapult and the Dragon (a very effective high-speed pair).
Tackle and Punch (A great two man tactic that will need to wait for knockdowns to return.)
*Your first 'Mech purchase, what you should know.
What are variants, hard-points, purposes, roles, why do "holes" in missile launchers matter, etc.
*How to use 'Mechlab.
Allocating armor and strategies for armor distribution.
Purchasing components.
Selling versus storing.
Poor man's method (second handing components between your 'Mechs)
Ammo distribution and consumption priorities
To C.A.S.E. or not to C.A.S.E. (or alternate title "Just in C.A.S.E.")
Components versus upgrades.
Modules -- types and details.
Dropship mutator information -- "Multi-mech selection menu's real purpose."
*Experience & perks.
Mech XP, Pilot XP, Mech Lab, Pilot Lab.
Mech EXP vs Pilot GXP
3-tier 'Mech "efficiency" system.
*Weapons All weapons will include minimum range notes and videos will link to super awesome 'complete' charts that are automatically updated with data taken straight out of the game's files. Credit will be given to the person who makes this happen. [Your name escapes me at the moment but I already have this source.]
Energy
Small, medium, large, ER large lasers. Pulse and non-pulse. PPC, ER PPC. (Tag doesn't count as a weapon and is covered elsewhere).
Ballistic
MG, ACs 2, 5, 10, 20, UAC-5, LBX-10, Gauss Rifle
Missile.
Streak, SRM, LRM, NARC Missile Beacon, MRM when applicable, others as they come.
*Equipment
Covers components such as but not limited to: Guardian ECM, Beagle Active Probe, Command Console, Tag, heat sinks, engines (and how every "25" engine grade gives you a bonus heat sink up to 10. How engines above 275 give space for extra heat sinks and what increments they increase extra heat sink space, etc.
*Upgrades
Armor, Structure, Artemis Control System, Double Heat Sinks (versus heat sinks), etc.
*Environmental Importance in Combat
General environmental elements found on any planet and their strategic importance.
Examples include
*Water -- dissipates heat and accelerates cool-down. The deeper the water, the stronger the effect.
*Water deep enough to submerge yourself in completely can reduce damage dealt to you, stop missiles, partially conceal you from thermal vision.
*Chemical facility vats (Caustic Valley) -- behave just like water.
*Geysers, hot water (Caustic Valley) -- raises heat levels.
*Volcanic areas, lava -- raises heat levels. May be damaging.
*Boulders, jagged or rough terrain -- dangerous to high speed 'Mechs above 93 kph.
*Avalanche (game has sound effects for causing them ourselves though clearly the function is not yet available.), may cool 'Mech but could damage or trap them.
Map Specific Details and Environmental Quirks
Any map-specific quirks to beware of such as:
Changing fog densities.
If map has rain (rain slightly lowers temperature).
Wind (currently wind does not affect projects but devs suggested possibility in past).
Gravity (Plans have been stated for maps with different levels of gravity).
Natural or Artificial elements that could affect combat (explosive gases, chemical plants, cooling vats, geysers, etc).
*Paintjobs
(Gonna be the very last thing on my list as I'm still waiting for reasonable pricing.)
*BattleMech types and typical roles... For each individual 'Mech.
To be featured for each mech chassis and variants. "Know your Enemy" has been combined into this, which will also inform you of the strategic weak points and strong-suits of each 'Mech so you know how to quickly disable -- or properly defend -- each 'Mech.
*What is a Hero 'Mech?
Back story. Are they game breaking or overpowered? (We who have played with or against them know they're not, but a new player won't know that. It needs to be cleared up otherwise they may confuse it with pay to play.)
*What is a Founder's 'Mech
What am I facing? Is it overpowered? (Same as above.)
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Edit:
Added drop-ship mode details on why quick select exists.
Drop-ship mutator is said to allow you to respawn (be delivered) as up to 4 'Mechs as found in your 'quick select' menu on the far left of "Home."
Added suggestions from thread.
Added environmental section.
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I'm requesting input from new players, are there any other things people want to know about the game, its mechanics, and so on that is not covered here?
And what do we feel is unnecessary?
Note: "Workarounds" and "fixes" for various game issues are not going to be covered as part of a tutorial/guide.
Edited by Koniving, 05 January 2013 - 01:30 PM.