

New Modules: Seismic Sensor & Adv. Seismic Sensor
#81
Posted 24 May 2013 - 12:08 PM
#82
Posted 24 May 2013 - 12:24 PM
So now I am forced to decide do I go for my third atlas to reach master and gain
Faster speed
Faster turning
Better cooling
and all those other bonuses
Or get the seismic first
personally I think speed tweak and cooling bonuses outweigh it by a bit, so will probably go that route first, but omg its a close second.
This needs fixed to a non game breaking level. Suggestions (mostly similar to others in thread) and not all of these, but any alone or a combination of some might balance it.
All range numbers here are based on its lvl 2 upgrade
Reduce detection range based on any mech weight (Range = 400 / (100/ weight of enemy mech)
or range = 100 vs light, 200 vs med, 300 vs heavy, 400 vs assault
Range is decreased as a % based on your speed (slower you go longer range you can detect)
Range is decrease as a % based on enemy speed (sloer they go shorter range you can detect)
Frequency of reporting reduced based on your speed
or only gives information while you are stopped (or under certain speed)
Frequency of reporting reduced (every 3 - 5 seconds)
Make AC 10/20, gauss, missile, and artillery/airstrike impacts on ground cause blips
I cannot say for sure where amongst these its proper balance will be found, but right now it is way too good.
#83
Posted 24 May 2013 - 01:21 PM
MWO is really going down hill fast, whoever is responsible for all these latest changes needs to take a vacation, maybe a 5 year trip around the world.
Edited by Mack1, 24 May 2013 - 01:22 PM.
#84
Posted 24 May 2013 - 01:34 PM
Modules need to stop behaving as electronic equipment. It's just not costly enough to a build. I think the seismic sensor would be a great piece of optional, in-criticals equipment, like BAP, ECM, Artemis, AMS. This would force players to think wisely about what they bring to the party, as one simply couldn't load up on every electronics package without impacting their lethality. Right now, all it costs is a module slot, and time.
Yeah, it's a game-changer right now. So was ECM, and BAP is becoming one as well. If we want people's sensor packages to have special abilities, make it costly, and destroyable, just like all the other electronic equipment. A boost to sensor efficiency (targeting speed, range) in a module slot is WAY different from having a new sensor with completely different, and often superior, ability. This can't be 'free' to a chassis...if you force people to choose between BAP, ECM, Artemis, AMS, then the space of a mech and the choices a mechwarrior has to make for their chassis will keep it from being required equipment.
Not kidding. Seismic cannot be in a module, it's too easy, and costs nothing to a mech's combat ability. But as an equippable like ECM or BAP, it will become a choice between many electronics, or more combat efficiency. That's the whole point of EW as a role, right? Players should have to choose whether to lean towards advanced electronics, or advanced combat ability. Make it equippable. Give us enough options with chassis mounted equipment that we can't all mount them simultaneously, and you'll start to see some interesting specializations (some unit members taking EW specific mechs, others better equipped for combat.) We'll see more variation if seismic isn't so easy to throw on every mech ever. And while you're at it, merge it with 360 targeting, and just call it an advanced radar/sensor package.
#85
Posted 24 May 2013 - 02:41 PM
MavRCK, on 24 May 2013 - 10:21 AM, said:
I had stopped listening to the environmental sounds for footsteps, shots, etc... and I had stopped looking left and right every 3-5 seconds to watch my sides and the different paths around me...
In just a day, seismic sensor removed a huge part of what made a good pilot great: situational awareness.

Equips all the current modules. Turns on auto pilot. Goes to sleep. Wins multiple rounds.
Edited by Seddrik, 24 May 2013 - 02:43 PM.
#86
Posted 24 May 2013 - 03:44 PM
The Seismic Sensor module has removed all my fear of being snuck-up on or running into a pack of foes around a corner, and so this makes this game less emotionally engaging / more mundane as a consequence.
It provides an awesome battlefield advantage, an advantage that everybody has access to, but still removes most of the fear from this game. The only fear left is coming across a High-Alpha Sniper from 600 meters away.
Suggested Fix - Reduce the range to 150/250m or something shorter like that, and reduce refresh-rate to once per second or 2.
Edited by Prosperity Park, 24 May 2013 - 03:49 PM.
#87
Posted 24 May 2013 - 03:53 PM
Add a tick delay for updates and reduce the range and it could be just fine.
#88
Posted 24 May 2013 - 03:57 PM
#89
Posted 24 May 2013 - 04:02 PM
#90
Posted 24 May 2013 - 04:57 PM
#91
Posted 24 May 2013 - 05:10 PM
I would suggest 0.5-1.5 tons per module depending on the module's usefulness, and I would definitely put the seismic sensor at 1.5 tons (maybe even 2 tons for the advanced version) because it's effing godly.
#92
Posted 24 May 2013 - 05:21 PM
Ranges could even be lower than current even with BAP.
e.g. Basic range: 100m, 200m with advanced skill. Then add 50% to the range if BAP is equipped?
#93
Posted 24 May 2013 - 05:23 PM
:/
#94
Posted 24 May 2013 - 11:45 PM
skullman86, on 24 May 2013 - 05:10 PM, said:
I would suggest 0.5-1.5 tons per module depending on the module's usefulness, and I would definitely put the seismic sensor at 1.5 tons (maybe even 2 tons for the advanced version) because it's effing godly.
Modules don't have a downside. Why would they? They're straight upgrades.
But wallhack is too uber.
#95
Posted 25 May 2013 - 12:26 AM
Range is not the issue. Accuracy is.
Any frequency requirements are moot - it is a seismic sensor that detects footsteps. If you feel the need to give a time limit of sorts, give it an active duration with a cooldown. When active, it detects in full (whatever that should be) and otherwise you have to wait to recharge it or something. Personally I don't find this necessary if the accuracy / display of the sensor is re-done. But what to change?
How about any of these:
- strenght of blip (ie, size and intensity) is proportional to the impact strength / distance^2.
- weapon impacts baring energy weapons (perhaps include ppc's too) are detected.
- friendly mechs are detected (I cannot see a reason not to with such an omniscient sensor).
- impact strength would amount to mech speed * tonnage (impact force for weapons, damage amount will do).
- delay on readings based on distance, they're waves in the ground after all.
- make 'blips' have a decay and accumulate seismic activity - this way LRM's (for example) would amass one medium sized blip but for a longer duration, and a group of mechs would be one big blip concealing their location.
my 2c.
#96
Posted 25 May 2013 - 03:32 AM
Edited by Solarii, 25 May 2013 - 03:33 AM.
#97
Posted 25 May 2013 - 10:07 AM
#98
Posted 25 May 2013 - 10:14 AM
A single sensor cannot triangulate the location of an object.
This is a wallhack that should be deleted or nerfed into oblivion.
Even if you want to introduce "magic" into the game like this, you should consider that this sensor negates a very important role of light and medium mechs: assassinating LRM and PPC campers.
Edited by FuzzyLog1c, 25 May 2013 - 10:16 AM.
#99
Posted 25 May 2013 - 10:20 AM
FuzzyLog1c, on 25 May 2013 - 10:14 AM, said:
A single sensor cannot triangulate the location of an object.
This is a wallhack that should be deleted or nerfed into oblivion.
Even if you want to introduce "magic" into the game like this, you should consider that this sensor negates a very important role of light and medium mechs: assassinating LRM and PPC campers.
This is a good point, maybe require 2 mech's with seismic sensor, and having to both be in 400m range of the target to triangulate it's position... otherwise, a single mech should only receive a directional signal.
#100
Posted 25 May 2013 - 12:02 PM
Would ECM have been ok in a module slot?
Of course not.
Keep the advanced electronic equipment weighted, critical-dependent, and destroyable. Then maybe the multitude of options for electronic warfare will allow for variation, instead of necessitating a set of no-downside modules.
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