I also think sometimes people try to do too much at once with the game. Yeah, a bunch of experienced players can handle a twenty-person game, a battalion per side, across huge maps. But most of the time it's far better to play one-on-one games, a lance/Star/etc. per side. Then you can knock out a couple games in a day and really learn the ins and outs of the system. Experiment! Don't just stick blindly by a faction, mix it up with whatever you want to use. I'd even go so far as to say that you've got to use BV2 as a balancer; there's too many variables to rely on modified tonnage or C-Bills.
Oh, and for the person who made the comment about customers being playtesters: yes, that's true. All "living" games - those in production - are constantly undergoing changes as they expand. It's the nature of the beast, and it's a good thing. Hell, over on the Steve Jackson Games forums, there's still tweaks being found for the Ogre rulebook, and that's been through six editions over thirty years. There are always things the designers overlook initially, and with a good working relationship with the fanbase, these issues can be identified and corrected...or do we want to go back to the days where Targeting Computers could be used with Pulse Lasers to make aimed shots?
Bosch, I completely agree with you here. In fact, my group has developed a basic split in how we handle things with
new players. We start with a demo of a Centurion AL vs a Griffin 1N, and from there, we start them in light mech
duels, then medium duels, then heavy duels, then the Rifleman Challenge, then we do them a 2 'mechs on one big
bad bruiser of a 'mech, then they get their first lance on lance fight, and we keep them at Intro Tech during this time.
We have learned that too many new players are overwhelmed by being thrown in with everything available. At the
same time, against each other? We go at it full on. At the same time, we do not use any balancing mechanism against
ourselves. We operate on this assumption that we can win almost any fight through better use of tactics, and if we
can't, then that means our tactics need to improve. (With new players, we eye-ball the matches with the new players
demonstrated capabilities to our capabilities, and handicap ourselves that way..)
In regards to "players as playtesters," I fully support that CGL listens to us. Heck, my group has been responsible for
a couple significant errata over the years, simply because we push the rules in our normal play in ways that the designers
often, as knowledgable as they are, never thought of. It is not that the game is flawed, it is just that not everyone plays
the same, and some playstyles just break the devs.(As seen by how often when I submit a rules question, it takes a
few months of research, often resulting in an errata being made.)