

New Modules: Seismic Sensor & Adv. Seismic Sensor
#41
Posted 23 May 2013 - 11:44 AM
#42
Posted 23 May 2013 - 11:55 AM
frag85, on 23 May 2013 - 11:44 AM, said:
Well, the counter is to either stop moving, jump, stay out of range, or kill the sensing unit. As I said, alot like ECM, and we've seen how much the Devs have adjusted that. On the flip side of the argument, if they do a major reduction in capabilities, the people who have purchased the module will have grounds to complain that the product delivered is not the product they purchased (which may explain part of why the Devs refuse to touch the ECM module now), so some kind of refund would be in order.
More likely, we'll see 'counters' introduced. What fun that will be, eh?
Lastly, remember this is as much for Scouting units as against them, so reducing the range might do as much harm as good.
#43
Posted 23 May 2013 - 12:19 PM
Personal i vote for a removal of the entire module and the advanced version
-The module renders the 360 target module useless. (the seismic sensor does basicly the same but now also shows enemys behind rocks/buildings exc.
-There is no need to have situational awareness anymore. It is basicly a rader that can see trough buildings, rocks exc.
-U can not be detected when not moving..........BUT... a mech that stands still is a DEAD mech. its not possible to camp some place. Camping is provoked because of this module.
-Not possible to sneak up behind a target and fire him in his back/rear. U never know if he has this module equiped and he probly has it since its to dam good.
-There is no need to check the tunnels for enemy in Forest Colony and Frozen City because u can stand on the other side and see via the seismic sensor if ppl are running trough the tunnel.
So in my eyes and probly many others its rather gamebreaking and i advice it to remove it.
I see no way how to tweak this module to make it not overpowered
#44
Posted 23 May 2013 - 02:06 PM
#45
Posted 23 May 2013 - 02:24 PM
Quote
#46
Posted 23 May 2013 - 02:38 PM
#47
Posted 23 May 2013 - 03:17 PM
You guys need to decide how powerful you want modules to be. Right now, some of them are completely useless and others are must-have. Since they've been stated to be the "endgame," I would prefer all the less desirable ones get a buff to make them as sexy as Seismic. Otherwise, you need to nerf Seismic Sensor's range.
Current State of Modules:
Seismic: Amazing - great to have in any role.
Coolshot: Rocks - basically a must-have for competitive matches.
Target Decay: Nice for scouts and LRMs.
Sensor Range: Nice to have, but often useless.
Capture Accelerator: Worth having if you like capping, but nothing superb.
360 Target Retention: Nice for being cheesy with streaks - meh otherwise.
Target Info: Underwhelming.
Air/Artillery Strike: Hilariously ineffective.
Zoom: So, so very broken and useless.
#48
Posted 23 May 2013 - 03:26 PM
#49
Posted 23 May 2013 - 03:30 PM
I would suggest that the sensor range be changed, I think 150 max to allow people to at least get into brawl range.
I also suggest that the sensor not work if a mech equipped with it is moving.
Edited by Mrllamaface, 23 May 2013 - 03:35 PM.
#50
Posted 23 May 2013 - 03:59 PM

But here's the thing... it dumbs down the game.
A good pilot evading and using ecm / terrain to get away is countered by a module.
It lowers the skill level, the tactical complexity, the teamwork needed...
It rewards.. a module.. and penalizes smart play.
Options:
1) remove it
or
2) make it like ECM - take up crits, weight and can be destroyed.
TL;DR - It's bad for the game; seismic sensor should be removed.
#51
Posted 23 May 2013 - 04:21 PM
Since the sensors are remote, a range reduction could be in order. Might also be nice if the sensors themselves can be destroyed but make it small and hard to hit (visual detection only?)
Would be interesting what would happen though if it was dropped in water or on top of a building. Needs more thought in those situations.
Edited by Lokisonn, 23 May 2013 - 05:24 PM.
#52
Posted 23 May 2013 - 05:02 PM

#53
Posted 23 May 2013 - 05:18 PM
I'm sure in the future there are lots of things that could be... but that would rob us of a great gaming experience. Who would need pilots in a mech in the future? Wouldn't robots be automated? Etc etc. But this is a game... for fun. So please consider whether such a module really helps the gaming experience or detracts from it. This one, by far, makes tactical close range fighting... meh. I haven't played the last 2 days because of this and LRM dominance. Bring back brawling please...
Edited by Seddrik, 26 May 2013 - 05:47 PM.
#54
Posted 23 May 2013 - 05:31 PM
LT Satisfactory, on 21 May 2013 - 01:42 PM, said:
ridiculous. at first i thought this would just be a tool for poptarts (since god knows PGI has a hrd-on for them and hates lights) but there are sooo many instances this is just flagrantly bad.
Of course, since PGI is determined to kill off lights, this sensor is basically for scouting now. No reason to go around that corner - you already know there are 3 mechs waiting around it.
Get a massage.. ..chill out.

Ironic you would say that PGI hates lights given they had dominated a large part of the game until recently and poptarting is generally speaking a relatively new thing in the broader spectrum of player habits and builds.
#55
Posted 23 May 2013 - 07:29 PM
HRR Insanity, on 21 May 2013 - 04:56 PM, said:
A balanced version may be <100m range with max <150m range with enhanced version. Or have a substantial uncertainty which is distant dependent (up to 50m positional error at 100m, up to 200m positional error at 200m, etc).
Otherwise, you might as well just add MW4 'see-through-walls' radar back to the game.
EDIT: On second thought... why would seismic sensors work when YOUR 'Mech was moving? Make seismic sensors work only when stationary or moving slowly; alternatively, increase the uncertainty of enemy position as a function of your own speed.
New mech equipment, Hush Puppies. 2 tonnes and must be mounted in leg slots (both).
But seriously, situational awareness can replace this module 70-80% of the time. If your paying attention its extremely difficult to be snuck up on regardless of what radar is showing. The people who are smart enough to have the GXP handy and get this ... probably dont need it that much.
Edited by Asmosis, 23 May 2013 - 07:32 PM.
#56
Posted 23 May 2013 - 08:42 PM
All this means is that bloat-boats and LRM boats are not even really vulnerable to flanking maneuvers by light/medium lances at all anymore if they have this module, especially in its upgraded state. That kind of maneuver has, on most maps, been of only dubious viability for months anyway, but this really seals it. I guess it's to counteract those 3-second Jenners and their deadly ninja partners, the 6MG Spiders from insta-coring Atlas LRM boats and Highlander poptarts in dishonourable freebirth ambushes.
IMO, if you want to have something like this in game, it needs to be a piece of equipment with, at the very least, a reasonable weight cost (like BAP). Maybe even start limiting stuff like this to an Electronics hardpoint or something. Then begin to reconsider your whole plan for what modules should be and do, because the design that is becoming apparent for module is... bad.
#57
Posted 23 May 2013 - 10:32 PM
I say this as the kind of player it's aimed at.
It's not that it has X detection range. It's that it's a wallhack, and would be OP no matter the range.
But my atlas thanks you.
Edited by Vassago Rain, 24 May 2013 - 06:50 AM.
#58
Posted 23 May 2013 - 10:51 PM
#59
Posted 23 May 2013 - 11:22 PM
TOGSolid, on 23 May 2013 - 10:51 PM, said:
So it's okay to detect assaults, but not lights? Where's the fairness?
Oh, right - there is no fairness. It's a wallhack. You can't balance it. I'm having lots of fun with it, but I know how broken it is. Everybody else will agree with me on this.
#60
Posted 24 May 2013 - 12:18 AM
On the other hand, it's absolutely giving away flankers a few meters too soon. 400 out is enough for an entire team to reform on advancing mechs, all because 1 person has a module and says on comms "5 contacts seismic out of cave". Now, I don't mind it as a function, since without it our LoS radar is more than happy to 'erase' mechs you should easily be able to track just because you twisted away from them for .8 seconds...but it's definitely hurting the sneak. In open or broken terrain, I don't see it as an overwhelming advantage (per the raven chasing example above, it probably only gave you about 3-5 seconds head start. You'd have seen him and corrected quickly either way), but in areas with 'hidden' paths that must usually be scouted (caves/ 'jenner highway', colony pass, etc.), it's such a dead givaway that it becomes very high risk to try ever.
Edited by Shakespeare, 24 May 2013 - 12:20 AM.
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