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New Modules: Seismic Sensor & Adv. Seismic Sensor


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#161 CGB Behemoth

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Posted 31 May 2013 - 11:10 AM

My Jenner hates it! Why i have to use LL or PPC to shot poptarts from the back? Ohhhhh... They have damn module. Those bad players that could only jump'n'shot not my victims anymore. Lets all play PPCwarrioronline some more.
Don't like getting PPC alpha in cockpit when going to backstub :(

Edited by Behemothk, 31 May 2013 - 11:11 AM.


#162 ShadowSpirit

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Posted 31 May 2013 - 12:49 PM

View Postknnniggett, on 29 May 2013 - 04:10 AM, said:

Last night a Jenner was hiding in the upper portion of River city. I was in the trench just below about 200-300 meters away when I noticed the lone red dot on my minimap calling out to me. The red dot was not moving, and I was able to walk right up to him and blast him before he even knew I was there.

He apparently didn't have a seismic sensor, or he would have known I was coming.

I don't know exactly what, in this case, is qualified as "movement", but this module seems to have no problem picking up mechs that appear to be standing still. He wasn't turning either. There was no movement in the legs.

In addition to the previous arguments about the range of this module, in my opinion the sensitivity seems too powerful as well. All the other mech has to do is cough, and it shows up on the minimap.

EDIT: Spelling


This is exactly why this should have never been implemented. I've lost most of my faith in PGI as they continue to make terrible decisions about the direction of this game.

They need to 1) remove the terrible ECM implementation 2) remove this stupid module

I just don't get why the correlation is not often made between ECM and how it ruined this game for new players. You have armies of mechs running around the field of battle in a PGI implemented "stealth mode" and then they turn around and implement this seismic crap that is really only available to established players. This game is the most UNFRIENDLY new player game I HAVE EVER been part of. The icing on the cake is that ECM minimized the LRM game and the LRM are the "low skill" weapon of choice (due to locks). Basically PGI is throwing the baby out with the bath water by

1) Making this game hard on new players
2) Making this game too dumbed down for advanced strategy

Who is your audience PGI? You already milked the old timer BattleTech fans with your "Founder's Package" ... who is next? c'mon PGI ... think !

EDITS: yes, I put in some all caps to express my nerrdddd raaaggeeee :)

Edited by ShadowSpirit, 31 May 2013 - 12:55 PM.


#163 L A V A

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Posted 31 May 2013 - 02:00 PM

Well actually, with all the rewinds now in place, the nerfing of ECM and the enlargement of hit boxes on lights it's amazing that folks still play scouts. As for the Jenner and it's "back stabbing role" this is ancient history and as long as folks are running around with duel AC-20s, 6 PPCs, etc., the Jenner will never be the light mech of choice.

This module in combination with the UAV gives lights the tools they need to do some proper scouting without having PPC boats blast them with one shot from 1500ms.

If all the cry babies get their way and they normally do around here, I would suggest pulling in the radius of the sensor and then adding a couple more modules, ala the UAV, such as "seismic upgrade" and "adv seismic upgrade" to widen the sensor and make it more accurate. Thus a total of 4 upgrades needed to get full use of the sensor.

If you are a dedicated scout, you already play because you love playing the light mechs. You don't play it because of the all the damage you can do and all the kills you can inflict/steal, you do it to help your team win. It has gotten to the point where there is very little reward for playing lights, but with these two new modules, there is now actually "something" you can do to help your team besides capping the enemy base.

Please DO NOT REMOVE this module and from a guy who almost always plays light mechs, I'd like to thank PGI for helping us out for a change.

#164 BlueSanta

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Posted 31 May 2013 - 03:36 PM

I expect changes to this module in the next patch. The middle of June is not acceptable. This is a wallhack and it's ********.

#165 Dashwood Fox

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Posted 01 June 2013 - 08:58 AM

This module definitely needs to be nerfed.

I think the best way to do this is change it so that it only works when you're standing still and are on the ground. Being it technically works by sensing vibrations through the ground, it doesn't make sense that it would get accurate readings when you're moving or in the air.

#166 Deathlike

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Posted 01 June 2013 - 03:12 PM

View PostBlueSanta, on 31 May 2013 - 03:36 PM, said:

I expect changes to this module in the next patch. The middle of June is not acceptable. This is a wallhack and it's ********.


ETA for all new balance changes is 1 month. Even PGi has said this before (either Paul or Bryan in the Ask the Devs posts).

PGI: Slow to balance, slow to the meta.

Edited by Deathlike, 01 June 2013 - 03:13 PM.


#167 DeaconW

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Posted 01 June 2013 - 05:15 PM

View PostxLAVAx, on 31 May 2013 - 02:00 PM, said:

Well actually, with all the rewinds now in place, the nerfing of ECM and the enlargement of hit boxes on lights it's amazing that folks still play scouts. As for the Jenner and it's "back stabbing role" this is ancient history and as long as folks are running around with duel AC-20s, 6 PPCs, etc., the Jenner will never be the light mech of choice.

This module in combination with the UAV gives lights the tools they need to do some proper scouting without having PPC boats blast them with one shot from 1500ms.

If all the cry babies get their way and they normally do around here, I would suggest pulling in the radius of the sensor and then adding a couple more modules, ala the UAV, such as "seismic upgrade" and "adv seismic upgrade" to widen the sensor and make it more accurate. Thus a total of 4 upgrades needed to get full use of the sensor.

If you are a dedicated scout, you already play because you love playing the light mechs. You don't play it because of the all the damage you can do and all the kills you can inflict/steal, you do it to help your team win. It has gotten to the point where there is very little reward for playing lights, but with these two new modules, there is now actually "something" you can do to help your team besides capping the enemy base.

Please DO NOT REMOVE this module and from a guy who almost always plays light mechs, I'd like to thank PGI for helping us out for a change.


Funny...lights still are way more effective ton for ton than other mechs and you are complaining about it? I routinely see lights trash heavier mechs, and absorb shots that give no damage due to crappy hit detection/hit boxes. I should know, I pilot a COM-2D and CDA from time to time..

#168 Lukoi Banacek

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Posted 01 June 2013 - 05:34 PM

I appreciate that ANY Mech can take the Seismic module, which reduces it's potency in a sense.

I'd suggest that it's a bit more powerful than intended in comparison to other IW facets.

At 400m it negates any value in regards to ECM and cuts down on the use of BAP except for streak using Mechs defending against 3L's etc.

I'd suggest considering a shortening of the range....or perhaps reducing it's value based on the movement of the Mech equipping it potentially.....ie. you need to be slower or stopped to get a read off it or perhaps proportionally based on your % of speed reduces the range of it by a scaling % (that might be a better way to go about it since lights who are scouting can ill afford to completely stop very often).

Overall, well implemented, just in need of some minor refinements imo.

#169 Dirk Le Daring

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Posted 01 June 2013 - 05:59 PM

Ok, I did not read all the replies, but here is my take.....


I really like the seismic sensor, great tool.

The range is good. Seismic activity should travel far, and fast.

The blips....These should probably reflect distance, speed and tonnage of mech involved.

The further away the mech the smaller the blip size becomes.

The faster a mech moves, the larger the blip becomes.

Default blip size should be bigger for larger mechs and smaller for lights.

Mechs that land 'hard', falling, be it from dropping from a cliff, a building or running out of jump jet fuel, should produce a significantly larger blip to reflect impact according to distance fallen.

Just my two cents.

#170 Uncleclint

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Posted 01 June 2013 - 09:02 PM

A nice module to improve your overall scouting performance imho.

I kinda like the idea that this device should work less good while the mech carrying it is moving.
Additionally, different blip sizes for different weight classes is another great idea.

If you think it´s utterly overpowered or a wallhack and stuff like that, please refer to this department :D -->


Edited by HAS UncleClint, 01 June 2013 - 09:05 PM.


#171 Doxylicious

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Posted 02 June 2013 - 02:16 AM

View PostDirk Le Daring, on 01 June 2013 - 05:59 PM, said:

Ok, I did not read all the replies, but here is my take.....


I really like the seismic sensor, great tool.

The range is good. Seismic activity should travel far, and fast.

The blips....These should probably reflect distance, speed and tonnage of mech involved.

The further away the mech the smaller the blip size becomes.

The faster a mech moves, the larger the blip becomes.

Default blip size should be bigger for larger mechs and smaller for lights.

Mechs that land 'hard', falling, be it from dropping from a cliff, a building or running out of jump jet fuel, should produce a significantly larger blip to reflect impact according to distance fallen.

Just my two cents.



Did u even read what u typed??

The things u say are BUFFS for this module to make it even more powerfull!

I hope u stop playing this game since your ideas are ******** and you are wasting server bandwidth.

#172 Dirk Le Daring

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Posted 02 June 2013 - 02:34 PM

View PostDoxylicious, on 02 June 2013 - 02:16 AM, said:



Did u even read what u typed??

The things u say are BUFFS for this module to make it even more powerfull!

I hope u stop playing this game since your ideas are ******** and you are wasting server bandwidth.

Sooooo .... Making the blip SMALLER for a light, and SMALLER again the further away is going to make the indication EASIER to see/notice. You're a ******* genius !!! Go reread the post, twice if you have to....*****.

#173 Asmosis

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Posted 02 June 2013 - 06:43 PM

well don't really want to commit 17.5k GXP to the module until PGI balance it.

You need to keep in mind modules should be roughly equivalent in terms of usefulness, we already have a module that lets you target stuff 200m behind you (line of sight) so that's the obvious benchmark to compare this one against.

This one doubles that range, and ignores obstacles. If anything its range should be less than the above module so 150M max or so, Since its detection ability is much greater. Or the above one needs an advanced version as well.

Edited by Asmosis, 02 June 2013 - 06:45 PM.


#174 Sudden Reversal

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Posted 02 June 2013 - 11:32 PM

It is uber atm.

I adore radar information, it is what I live by - positioning.

And yet, like ECM this stuff is too good.

Make it only work when mech is 'running', maybe going over half its max speed or something to that effect.

#175 Neolisk

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Posted 03 June 2013 - 03:25 AM

View PostSudden Reversal, on 02 June 2013 - 11:32 PM, said:

this stuff is too good.

Exactly. Compared to all other modules, I see no reason to put anything before seismic.

And yes, such wall hack is terrible towards new players. Reduce range, make it detect only when you are standing still, do not detect mechs travelling at <50% speed. Then perhaps it should be considered fair.

#176 Doxylicious

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Posted 03 June 2013 - 09:18 AM

View PostDirk Le Daring, on 02 June 2013 - 02:34 PM, said:

Sooooo .... Making the blip SMALLER for a light, and SMALLER again the further away is going to make the indication EASIER to see/notice. You're a ******* genius !!! Go reread the post, twice if you have to....*****.



It does not matter if the rader shows a very small or larger dot. U will see it anyway even if its small. Showing a light as a small dot and a assault as large dot only gives more info then it already does.

#177 Dirk Le Daring

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Posted 03 June 2013 - 02:54 PM

View PostDoxylicious, on 03 June 2013 - 09:18 AM, said:




It does not matter if the rader shows a very small or larger dot. U will see it anyway even if its small. Showing a light as a small dot and a assault as large dot only gives more info then it already does.


I see what you are saying. You make sense, but I am not convinced. Though what you say is worth considering.

#178 Sephlock

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Posted 04 June 2013 - 01:12 AM

The GXP cost and cost for the module itself are soul crushingly high, but the actual module itself is just fine.

DO YOU HEAR ME? ITS FINE.

STOP NERFING THINGS AND START BUFFING WEAK THINGS INSTEAD!

#179 DeaconW

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Posted 04 June 2013 - 05:44 AM

View PostSephlock, on 04 June 2013 - 01:12 AM, said:

The GXP cost and cost for the module itself are soul crushingly high, but the actual module itself is just fine.

DO YOU HEAR ME? ITS FINE.

STOP NERFING THINGS AND START BUFFING WEAK THINGS INSTEAD!


And then you even liked your own "don't take away my crutch module!" post...your conceit is truly breathtaking...

#180 DrxAbstract

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Posted 04 June 2013 - 06:27 AM

The module is very much antagonistic not only to flanking but offensive stratagems as well. However, to everyone suggesting it shouldnt work while moving, i'd like to point out that Kai Allard Liao used the same tactic; tapping into the seismic sensor grid on the planet via satellite link to determine the positions and movements of his opponents. I.E. the seismic hardware is not located on the mech itself.

As for determining friend/foe, the computer can easily cross-reference friendly positions with seismic readouts to filter the good guys from the bad before displaying the information.

If anything, and assuming the seismic system is the same method Kai Allard used, shorten the range a bit (150B, 275A) and allow ECM to interrupt the satellite link as long as you're inside the 180m zone. Limit the number of connections the satellite can maintain (2-3 Max per team) while disabling the system for any mech beyond the limit in order of ascending tonnage, so the Light and Medium carrying Seismic can use theirs while the two guys in Assaults cant. As soon as either of the 'priority' carriers dies, Seismic becomes active for one of the Assaults, etc.

2 Cents deposited.





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