10 Thoughts From 1,000 Matches - Mwo Impressions
#1
Posted 17 January 2013 - 12:43 PM
Biases:
o I have been a fan of Battletech Tabletop since I first played it during the 1987-88 school year.
o I most prefer the 3025 era, second the 3050 era, and I still enjoy the 3062 era (well, through Protomechs, anyway, which I think are dumb). After that, I think the system started to lose its way in the quest for new content.
o I play the heck out of the Battletech CCG, and own somewhere in the area of 15,000+ cards. I own over 400 Ral Partha/Ironwind Battletech minis. I have most of the published game books through Jihad, and every box set except for fourth edition.
o I have enjoyed most every Battletech PC and video game – Crescent Hawk series, the whole Mechwarrior series, both MechCommader games. I even like, but don’t love, the iPad game that is our right now. The MechAssault games are OK, and I even I liked the game on the SNES, too. I have been to multiple Batteltech Centers, and played the Tesla pods at Origins and at Dave & Busters.
o In short, I am what some may call a “fan” of the Battletech Intellectual Property. When it comes to MWO, I am here first and foremost for the Battletech. I honestly have only passing interest in mecha games as a whole.
MWO Experience and Stats
I began playing MWO about a week or so after the launch of the Public Beta period. I played one game in closed beta, but I was confused and still trying to mentally process playing without a joystick. Heresy!
Since joining, I generally play with the Catapult, Stalker and Centurion ‘mech chassis. I am at the Master level in Cat, and am two Elite upgrades (Pinpoint and Quick Ignition) short in one variant each the Stalker and Centurion. I will buy a Spider for certain, and I played the Commando for a while. I own a Yen-Lo-Wang (and Like it just fine).
I have spent about $70 cash on the game, total, so far.
I have won about 47 percent of my 1000+ matches. I earn about 400 XP per match, and have a .95 K/D ratio. These stats are unfiltered, growing from my Day One stats when, for the first month, I was sitting at about a .4 to .6 K/D ratio. I am no expert, and I do not run Min/Max builds (3Ls, StreakCats, Gaussapults, etc.) I like the weapons I like, and I don’t tend to shift my builds as new exploits are found.
That was a lot of background (TLDR) just to get to my 10 Thoughts about the MWO Experience. Without FURTHER ado, here are my ten thoughts.
1.) I enjoy playing the game every time I play. I don’t love every match, but throughout an hour or so of play, I am certain I will have fun; I will see some cool things happen, try a new tactic, blow something up, survive certain death, die in the most unfair way possible, win, lose and enjoy myself. This game is fun.
2.) The new user experience, to be blunt, stinks as it is today. The game requires so much coordination, experience and communication that a player dropping in f0r the first time, by him- or herself, is basically meat. MWO needs a new player area, or a sandbox, so new players can stretch their legs a little before they are expected to blow someone else’s off.
3.) MWO feels like mecha combat to me. The robots deliver, and take, a pounding, just as we would expect giant robots to do. This makes for a different experience from a First Person Shooter, and is a key reason why MWO can forge a place for itself in this world of brown, military FPSs.
4.) The user interface and mech lab could use a little work. As they stand now, they are great for someone who has played Mechwarrior games for 20 years, but not so great for the new, universe-ignorant player.
5.) Weapon balance, overall, is pretty good. I feel that most weapons have their places in the universe, and the same weapons that are OP in the Battletech mythology are OP in MWO (I am looking straight at you, Gauss Rifle). Kidding. The Streak SRMs are on the line of overpowered, but since their hit location has been diversified a bit, they aren’t as bad as they were.
6.) ECM reduces the fun of the game. Too cheap, too powerful, too much range, not enough weight, not enough slots, not enough downside. ECM on your team is too crucial to winning, and turns a nice-to-have into almost a must-have. I have read that the designers feel ECM is working as intended. I don’t see it, and I do hope additional conversations are had on balancing this aspect. I would almost understand this position if ECM was a real dollars moneymaker for PGI, but it isn’t (as near as I can see). Range could be shortened, downsides (like Streak or radar disruption) could affect BOTH teams, C3 could offer some counter to ECM, weights and slots could be added, aspects could be split – I think there are options and I hope some are considered and tested.
7.) The maps are well designed and diverse, allowing for long- and short-range play. They offer cover and cool areas to engage in battle. High and low ground matter, and environmental effects play a huge role in the different tactics used.
8.) There are too few maps. We need a couple more, and soon.
9.) MWO definitely FEELS like Battletech to me. This is the highest compliment I can give it. The ‘mechs are a great selection, even though my favorites aren’t represented. The battlefields feel right. The style of the play - the strategies and tactics that work, the mounting intensity as the match progresses, the need for communications – bring giant robot combat to life in a very visceral way. Again, I am happy every time I play the game. Good on you.
10.) MWO needs to be more than a robot skirmish game. The lasting success of this game really depends on PGI’s ability to create an interesting, persistent universe. Make the Great Houses matter. Make my teammates matter. Show an effect that these battles have on something. Otherwise, these are one-off, battle value matches on some kid’s table in Anywhere, USA with dice and cardboard standees for the ‘mechs. Bring the players’ efforts together, give them some reason, some effect, and watch the players stick around and the dollars roll in.
If PGI can do this, MWO instantly becomes an unqualified success, a grail game and a miracle all at the same time.
My fingers are crossed.
Good job so far.
#2
Posted 17 January 2013 - 12:51 PM
Welcome to MWO, thetoph. I think if you are dedicated enough to get on Voice Comms with groups you would see even more fun in this game. But I agree...the newbie just coming in with no background WILL have a grievance with this game. It's not as simple as picking up a mouse or controller pointing in the direction of the enemy and pressing "shoot".
#3
Posted 17 January 2013 - 12:52 PM
I think you have some good views but understand that this is beta. you are not playing a final finished product no matter how much the whiners are telling you that you are. This game isn't perfect right now but IMO, it's an amazing re-imagining of the MW franchise and one I have been waiting for for 10+ years. Just you wait 6 months and see what the game will be like.
#4
Posted 17 January 2013 - 01:14 PM
Corralis, on 17 January 2013 - 12:52 PM, said:
I think you have some good views but understand that this is beta. you are not playing a final finished product no matter how much the whiners are telling you that you are. This game isn't perfect right now but IMO, it's an amazing re-imagining of the MW franchise and one I have been waiting for for 10+ years. Just you wait 6 months and see what the game will be like.
Great question. A friend of mine and I were both in Closed Beta, and our experiences were less than positive. I went from planning on the $120 investment, to deciding to see if it got better. It did, of course, and I am kicking myself for not backing the game. I am going to be a founder for MWTactics in penance.
Voice solutions are a must. It's a completely different game, when I am PUGging versus when I am playing with my friends. It's not un-fun to PUG, per se, but it's way better when we are dropping four or eight together. We mostly suck, but we are having more fun sucking! ;-)
One more clarifying point... I enjoy MWO, and I am in for the long haul. Beta is beta. That's why I am so hopeful things will get better and better.
#5
Posted 17 January 2013 - 01:51 PM
#6
Posted 17 January 2013 - 01:59 PM
I actually agree with you on everything but ECM, which I freely admit is a subjective thing, but your suggestions on it are good ones.
#7
Posted 17 January 2013 - 01:59 PM
Edited by Colby Boucher, 17 January 2013 - 02:09 PM.
#8
Posted 17 January 2013 - 02:04 PM
The forums actually leaned more in this direction in the early days of closed beta before the unwashed masses rolled in. But I digress, good post sir!
#10
Posted 17 January 2013 - 02:21 PM
I see very little "constructive" in nonstop rants and rages, so why bother?
Colby Boucher, on 17 January 2013 - 01:59 PM, said:
Great question! I thought the 25 percent Repair and Rearm was the right compromise, and I miss it now that it is gone. Anything that gives additional depth to strategic decisions (like what weapons to take to the fight, and why) make for a more satisfying game. Variables like a rearm cost also give the devs another tool to use when balancing a game of this complexity. I look forward to Repair and Rearm coming back in a meaningful way.
#11
Posted 17 January 2013 - 02:36 PM
I agree with most of what you said, except that I feel the mech lab (and out of combat experience in general) need more than just "a little work."
Also, I share your general optimism that the game is progressing in the right direction and that the devs will get it right in the end.
#12
Posted 17 January 2013 - 02:41 PM
Got me thinking, some kind of Solaris style match up would be a useful way to engage newbies, as that way there is no worrying about the team work aspect of the matches as they stand... they can just fire away until their gennies implode
#13
Posted 17 January 2013 - 02:42 PM
As for the cries for a BT lore oriented community war, well, I still have hope!
#14
Posted 17 January 2013 - 02:46 PM
Regarding ECM, though, I feel it is fine; however, I would like to see NARC behave as a beacon to any mech regardless of it being equipped with ECM or not. That might even things out a bit.
Anyways, thanks again for the post. Come over to r/mwo on reddit and maybe you'll meet some more like minded players.
#15
Posted 17 January 2013 - 02:53 PM
#17
Posted 17 January 2013 - 03:03 PM
#18
Posted 17 January 2013 - 03:08 PM
I actually have nothing to say really, just wanted to thank you for an honest and constructive perspective.
From one old school 80's BT player to another, hope to see you on the battlefield!
#19
Posted 17 January 2013 - 03:16 PM
thetoph, on 17 January 2013 - 12:43 PM, said:
It sounds like you are referring to those builds as "exploits". I just want to highlight this, as it may lead to confusion. Nothing is an exploit unless PGI or IGP specifically say it is.
Otherwise, I agree with many of your points. From all I have seen, it seems as though PGI is in the same place on them as well, which their development priorities and communications thus far reflect. I would encourage anyone frustrated by "lack of progress" in any of the observed deficiencies to be patient with the software development process.
That being said, Community Warfare can't come soon enough
#20
Posted 17 January 2013 - 03:30 PM
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