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New Seismic Module - Concerns Vs Light Mechs


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#1 Shiro Matsumoto

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Posted 04 May 2013 - 08:10 AM

I have to admit, my favorite playstyle is light Mech.

As light Mechs cant stand and slug it out, you best have to hit & run, e.g. unload into someones back, circle around a building/friendy/hill for the next pass.
Now.. if the target mech never looses radar contact of the light, due to the seismic module, knows where it circles to await it, once the light clears the hill/house, well, is say that makes hit & run tactics a lot harder.

I would enjoy to know how reliable this module is, and if it endangers yet another (light mech) playstyle.


Edith ppc`rd a typo

Edited by John McFianna, 04 May 2013 - 08:54 AM.


#2 Windsaw

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Posted 04 May 2013 - 08:16 AM

I have also a big concern that this may be yet another scout and light nerf. Like there haven't been enough.

It doesn't hurt strikers, who only fight when the main fight has already commenced.

But lights that want to stay hidden, they are going to have a hard time.
The times when was able to get behind enemy lines and leg careless LRM-boats have been some of my most fondest moments of the last weeks.

I fear they may be gone.

#3 jeffsw6

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Posted 04 May 2013 - 08:18 AM

What is a seismic module?

#4 Carrion Hound

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Posted 04 May 2013 - 08:20 AM

With the advent of every new weapon, technology, or otherwise, there are always.. ALWAYS people that will out-think the tech.

The mech is but a weapon, nothing more. The pilot makes it the killing machine. (Also, I don't think it detects too far. 200m or so. and I am pretty sure if you stop moving it stops detecting you.) Just a bit of food for thought.

#5 Windsaw

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Posted 04 May 2013 - 08:23 AM

But each weapon hurts some type of players more than others.
In this case it is primarily an anti-light weapon.
And really, did this game need yet another anti-light specific countermeasure?

The fact that shows that it is specifically anti light is the 200m radius.
What non-scout needs to be concerned about such a short radius? Whatever heavy gets so close is already involved in brawling!

Edited by Windsaw, 04 May 2013 - 08:24 AM.


#6 Gaan Cathal

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Posted 04 May 2013 - 08:27 AM

View PostCarrion Hound, on 04 May 2013 - 08:20 AM, said:

With the advent of every new weapon, technology, or otherwise, there are always.. ALWAYS people that will out-think the tech.

The mech is but a weapon, nothing more. The pilot makes it the killing machine. (Also, I don't think it detects too far. 200m or so. and I am pretty sure if you stop moving it stops detecting you.) Just a bit of food for thought.



Does the movie have a feel-good ending? I mean really, what the hell crap are you talking? If they introduce a new deployable drone that insta-destroys hostile mechs on a 0.3s cooldown, are you going to "out-think the tech"?

This kind of inane claptrap in response to a reasonable and tentative balance concern is why so many devs just put out utter crap, because someone, somewhere will swear that it'll all be just damn fine. Because if I believe then 'Murica or something.


Edit: In response to the OP - dominance of long-ranged high-alpha high-tonnage builds is the intended game design, see the new fire-lane happy map they're bringing out in the midst of PPCville. However, these builds have a weakness. All a light mech needs to do to kill one is cross the killzones between teams under PPC/Gauss fire, not get caught by a hostile medium/heavy and maneuver to attack their rear armour (without being seen early enough that they simply turn around). This cheesy, abusive gameplay on the part of lights needs dealing with, and thus the introduction of Seismic Sensor Module, as well as adjustments to BAP to allow any long-ranged assault to use useless off-spec missile hardpoints to Streak anything small they detect with said module into oblivion without the risk of being foiled by abusive light mech use of 'speed' or 'manouvering'. 'Cover' abuse may still be viable, but we can rest assured that will be addressed as soon as possible.

(TL:DR - we got that BTech computer game the TT guys wanted instead of MechWarrior.)

Edited by Gaan Cathal, 04 May 2013 - 08:35 AM.


#7 Carrion Hound

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Posted 04 May 2013 - 08:51 AM

Gaan. In this case, I am actually going to concede. Though my PM probably voiced that already. Anyways. Part of me is kind of annoyed at the "Omni-sensor" Then again it's just as bad as the 360 targeting module currently with ecm on counter to a point.

Either way, I'm getting the feeling the 200m is a tuning number, and it will likely be decreased dramatically. Hell! It might not even be an accurate sensor for all we know.

I do know this, lights are going to be keeping thier distances just a litte bit more after it's release. Which is REALLY bad for them at times.

Edit- 200m seems a bit far actually for something like that to be any semblance of accurate. Then again, wouldn't your own footsteps screw with it as well along with weapon impacts?

Edit- Can't seem to spell today..

Edited by Carrion Hound, 04 May 2013 - 09:00 AM.


#8 jeffsw6

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Posted 04 May 2013 - 09:21 AM

View PostWindsaw, on 04 May 2013 - 08:23 AM, said:

The fact that shows that it is specifically anti light is the 200m radius.
What non-scout needs to be concerned about such a short radius? Whatever heavy gets so close is already involved in brawling!

You never got surprised by an Atlas (or 3) on Frozen City? I would love to have this module on my brawler so I can more easily pursue enemies (crap, which way did he go) and know when someone is sneaking up on me.

OTOH ... I would hate for every enemy to have this module when I am trying to sneak up on them.

Good modules are a nerf to Stalkers, which can only carry 2 (Mastered); and a buff to the AS7-D-DC, which can hold 4 (Mastered.) Discuss!

#9 YueFei

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Posted 04 May 2013 - 09:57 AM

Seismic sensor needs to be counter-able by walking the mech, and doing so your mech doesn't show up on the seismic sensor. Otherwise this item is a real damper on any close quarters in-fighting, with the advantage going to the team that "camps" a spot and doesn't move (so that *they* don't show up on seismic sensors), and simply lays their guns exactly where they know the enemy is walking to.

Edited by YueFei, 04 May 2013 - 09:57 AM.


#10 Windsaw

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Posted 04 May 2013 - 10:29 AM

View Postjeffsw6, on 04 May 2013 - 09:21 AM, said:

You never got surprised by an Atlas (or 3) on Frozen City?
Yes I have, but 5 times more by light mechs.
At least.

Edited by Windsaw, 04 May 2013 - 10:29 AM.


#11 stjobe

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Posted 04 May 2013 - 10:41 AM

Don't forget about the UAV consumable - it's a light 'mech replacement altogether.

It's like the devs don't want anyone to play lights.

#12 Windsaw

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Posted 04 May 2013 - 10:49 AM

View Poststjobe, on 04 May 2013 - 10:41 AM, said:

Don't forget about the UAV consumable - it's a light 'mech replacement altogether.
I didn't forget it. Of course this is also anti-light-scout. I just thought this should be in another thread.

#13 Koniving

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Posted 04 May 2013 - 10:58 AM

View Postjeffsw6, on 04 May 2013 - 08:18 AM, said:

What is a seismic module?


It is a module that allows you to detect the vibrations in the ground caused by a mech's movement. It cannot and will not detect anything that is stationary (since you are not moving). I also imagine that it cannot detect slow, light mech movement. This should encourage lights to sneak up on mechs rather than brashly charging at them.

--------
To the subject:
Slower movement tactics for light mechs like this should still work very well.


Also my AC/20 Raven should remain virtually undetectable given its light weight and slower movement.

Edited by Koniving, 04 May 2013 - 10:58 AM.


#14 Tennex

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Posted 04 May 2013 - 11:03 AM

its not like light mecsh needed a further nerf. with recent HSR changes. they are pretty much in the right role as scouts/


what this means is that assaults will be mounting seismic + 360 targeting pretty much immuniity from light mechs

#15 Sable

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Posted 04 May 2013 - 11:17 AM

View Poststjobe, on 04 May 2013 - 10:41 AM, said:

Don't forget about the UAV consumable - it's a light 'mech replacement altogether.

It's like the devs don't want anyone to play lights.


Man do people over react to new concepts, a stationary 60 second aerial drone that can be shot down? How is that a replacement for 35 tons of speed, skill, and weapon systems? If people play as smart as they have been this whole time then the drone will get at most 10 seconds of sight before someone shoots it down.

Besides you can already detect light mechs within 200m anyway if you have your volume up and are listening for their footsteps.

You're also assuming everyone will have these modules on all their mechs. Its like you haven't looked at the prices of these things. The only reason i have all sensor modules on my D-DC is because its my command mech. other then that i have 1 cap accelerator on a light mech.

Edited by Sable, 04 May 2013 - 11:22 AM.


#16 stjobe

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Posted 04 May 2013 - 11:24 AM

View PostSable, on 04 May 2013 - 11:17 AM, said:


a stationary 60 second aerial drone that can be shot down? How is that a replacement for 35 tons of speed, skill, and weapon systems?

"Where's the enemy?"
"Dunno man, fire the drone"
"Oh, there they are, okay let's plod over and PPC 'em".

#17 Sable

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Posted 04 May 2013 - 11:28 AM

View Poststjobe, on 04 May 2013 - 11:24 AM, said:

"Where's the enemy?"
"Dunno man, fire the drone"
"Oh, there they are, okay let's plod over and PPC 'em".


And enemies won't see the drone go up in the air? Shooting a drone up gives both your positions away. Works the same for flares on night raids in the military, sure it lightens everything up... and that everything includes you.

Edited by Sable, 04 May 2013 - 11:29 AM.


#18 Tesfurdo

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Posted 04 May 2013 - 12:45 PM

I use the spider quite a bit, but i'm not worried about this module... I can't see many people using it once the full selection of modules is available.

#19 Damocles

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Posted 04 May 2013 - 12:50 PM

Wouldnt a heavier mech have a larger seismic footprint?

#20 Tincan Nightmare

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Posted 04 May 2013 - 12:56 PM

View PostGaan Cathal, on 04 May 2013 - 08:27 AM, said:



Does the movie have a feel-good ending? I mean really, what the hell crap are you talking? If they introduce a new deployable drone that insta-destroys hostile mechs on a 0.3s cooldown, are you going to "out-think the tech"?

This kind of inane claptrap in response to a reasonable and tentative balance concern is why so many devs just put out utter crap, because someone, somewhere will swear that it'll all be just damn fine. Because if I believe then 'Murica or something.


Edit: In response to the OP - dominance of long-ranged high-alpha high-tonnage builds is the intended game design, see the new fire-lane happy map they're bringing out in the midst of PPCville. However, these builds have a weakness. All a light mech needs to do to kill one is cross the killzones between teams under PPC/Gauss fire, not get caught by a hostile medium/heavy and maneuver to attack their rear armour (without being seen early enough that they simply turn around). This cheesy, abusive gameplay on the part of lights needs dealing with, and thus the introduction of Seismic Sensor Module, as well as adjustments to BAP to allow any long-ranged assault to use useless off-spec missile hardpoints to Streak anything small they detect with said module into oblivion without the risk of being foiled by abusive light mech use of 'speed' or 'manouvering'. 'Cover' abuse may still be viable, but we can rest assured that will be addressed as soon as possible.

(TL:DR - we got that BTech computer game the TT guys wanted instead of MechWarrior.)


Well lets see, in the TT LRM's work and are not stopped by ECM (you just lose bonuses from NARC and Artemis). Streaks do not always track to the torso, but can hit any location on a mech from arms and legs to torso and head. And ECM does not cancel out styles of play and turn the game into a PPC and gauss slugfest. In fact all the weapons in TT can be useful and are somewhat balanced. So honestly what we have is the game all the Mechwarrior computer game guys wanted that were constantly bitching about 'this aint the TT' instead of a game based on BTech.





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